Star Library: Which Paper Towel is More Absorbent?
This group activity focuses on conducting an experiment to determine which of two brands of paper towels are more absorbent by measuring the amount of water absorbed. A two-sample t-test can be used to analyze the data, or simple graphics and descriptive statistics can be used as an exploratory analysis. Students are asked to think about design issues, and to write a short report stating their results and conclusions, along with an evaluation of the experimental design.
These lectures demonstrate the high precision analysis using synchrotron radiation, one of the most sophisticated techniques developed during the past 20 years.
PROLEARN framework for process-oriented learning and knowledge work
Given the importance of an organisations human capital to business success, aligning training and competency development with business needs is a key challenge. Many companies did initiate in the past knowledge management activities or founded corporate universities as the organization intended to help companies to face this challenge. In this deliverable, we talk about knowledge work and learning management as a concept to "increase business performance" through a better short- and long-term
Embedding Design Patterns in a Methodology for a Design Science of e-Learning
The discourse of research and practice in e-learning has been dominated by two extremes. On one hand, ethereal abstractions, which provide sound principles but do not lend themselves to implementation. On the other hand, detailed anecdotes which provide fascinating insights but pose a challenge to generalization. The void in between these two extremes calls for representations which capture transferable and modular elements of design knowledge. Design patterns originated as a form for democrati
Basic Microbiology Techniques
Video introduction to asceptic techniques and preparing agar plates for incubation.
Co-Lab, design considerations for a collaborative inquiry learning environment
Co-Lab is a learning environment for collaborative inquiry learning in which learners can experiment, make models, consult background information and discuss their findings. The complex learning processes in such an environment need to be supported by appropriate features in the software. In this paper we report on how, based on existing literature and specific user and usability studies, we developed a set of design guidelines that were implemented in the software.
Collaborative distributed environments for learning design tasks by means of modelling and simulatio
The Simulation discipline has to face new challenges such as the incorporation of Collaborative Technologies for professional use as well as for teaching purposes. This integration permits the creation of new kinds of support for collaborative learning processes. In this paper, we explore the potential of this synergy with DomoSim-TPC, a synchronous distributed collaborative environment for the teaching and learning of Domotics. The system supports an active, simulation-based and problem-based a
A Parallel Grid-based Implementation for Real Time Processing of Event Log Data in Collaborative App
Collaborative applications usually register user interaction in the form of semi-structured plain text event log data. Extracting and structuring this data is a prerequisite for later key processes such as the analysis of interactions, assessment of group activity, or the provision of awareness and feedback. Yet, in real situations of online collaborative activity the processing of log data is usually done offline since structuring event log data is, in general, a computationally costly process
Grid and Peer-to-Peer middleware for Cooperative Learning Environments
This paper presents the work done by the research group of the Open University of Catalonia within the coordinated project towards the definition of adequate grid and peer-to-peer middleware for cooperative learning environments. The main results of our research consist in designing a layered framework for modelling online collaborative learning interactions which in turns leads to the development of a computational platform, called Collaborative Learning Purpose Library (CLPL), that can be used
Learning a New Game: Usability, Gender and Education
This research study aims to investigate the usability issues of a computer game; regarding how people learn a new game. Because the user characteristic and the strategies they use while learning a new tool are important factors for usability, they were also taken into account in the study. Both qualitative and quantitative methods were used in the study. 16 participants played the computer game. They were also observed and their eye-movements were recorded by an eye tracking device. Results show
Quelle est la nature des expériences vécues par les étudiants en Travaux Pratiques : analyse de d
Le but de cet article est de faire le lien entre les expériences vécues par des étudiants durant les TP et les activités conçues et décrites par lenseignant. Nous tentons donc de déduire la nature des expériences dapprentissage vécues par les étudiants en TP, à partir du discours des enseignants sur ce quils font et ce quils demandent aux étudiants de faire. Nous introduisons un cadre théorique que nous utilisons pour caractériser des Travaux Pratiques : selon leurs buts et
Self-directed learning in simulation-based discovery environments
SIMQUEST1 is an authoring system for designing and creating simulation-based learn-ing environments. The special character of SIMQUEST learning environments is that they include cognitive support for learners which means that they provide learners with support in the discovery process. In SIMQUEST learning environments we try to find the balance between direct guidance of the learning process and sufficient free-dom for learners to regulate the learning process themselves. In this article we de-
Students' adaptation to a new situation:
the design of an experimental procedure
Different studies (Arce and Betancourt, 1997; Séré, 2002) emphasize the importance of the task of experimental procedure design in a learning context. However, the required design is a difficult task for students (Séré and Beney, 1997). Consequently, students are hardly ever allowed to design their own experiment. The study by Tiberghien et al. (2001) showed that to learn how to plan an investigation in order to address a specific question or problem was the least frequent process object
News #204 - Quick Sneak Peek at 2 New Languages & An Olympic-Sized JapanesePod101.com Deal
Did you know you can track your Japanese learning progress with the Dashboard? Yeah? Good! Here’s the news you may not have gotten — there are 2 new language sites on top of all the new lessons, features and apps we’ve released so far in 2014. Winter Olympics Sale: Want complete access to brand [...]
Anxiety Disorders I from the course Clinical Psychology
Clinical Psychology - Fall 2006. This course offers theoretical and empirical approaches to the explanation of psychological dysfunction. The relation between theories of psychopathology and theories of intervention. A critical evaluation of the effects of individual, family, and community approaches to therapeutic and preventive intervention. Thematic focus of the course may change from year to year. See department notices for details.
Introduction to Synchronous Digital Systems - Part II Fall 2007
Machine Structures - Fall 2007. The CS61 series is an introduction to computer science, with particular emphasis on software and on machines from a programmer's point of view. The first two courses considered programming at a high level of abstraction, introducing a range of programming paradigms and common techniques. This course, the last in the series, concentrates on machines and how they carry out the programs you write. The main topics of CS61C involve the low-level system software and th
Cyberinfrastructure for Education and Learning for the Future: a vision and research agenda
This report is the result of a series of workshops organized by the Computing Research Association and the International Society of the Learning Sciences with support from the National Science Foundation (Grant No. REC-0449247). The purpose of the workshop series was to explore where we are in the application of pervasive computing power to education, and where we need to be. In particular, the intent was to develop a map of where NSF can strategically place its resources in creating the learni
A comparison of the plant ecology of two fields
Students will apply random sampling techniques to do a plant population/community/ecosystem study to model how these things are interrelated.
Evaluation of 'Business Enterprise' Module
This report outlines a process of evaluation for a business enterprise module. This exploratory research investigates the impact of 'contextual' based evaluation of enterprise education curricula
Real Estate Finance and Investment, Fall 2002
Concepts and techniques for analyzing financial decisions in property development and investment. Topics: leasing and property income streams, pro forma analysis, equity valuation, tax analysis, options, risk, and the financial structuring of real property ownership. This course is an introduction to the most fundamental concepts, principles, analytical methods and tools useful for making investment and finance decisions regarding commercial real estate assets. As the first of a two-course seque