Think Like Einstein
This interactive activity from the NOVA Web site challenges you to think like Einstein and understand how time travel might be possible.
PDAs and Handhelds: ICT at your side and not in your face
This paper stems from a trial at the Graduate School of Education in the University of Bristol supported by the Training and Development Agency for Schools (TDA) and set up to evaluate the potential of personal digital assistants with internet access to support initial teacher training (ITT) students in science.
Fourteen students were given PDAs selected to represent the range of then currently available PDAs with mobile phone connectivity in the UK. As a result the following areas were identifi
Mixing Microworld and Cas Features in Building Computer Systems that Help Students Learn Algebra
We present the design principles for a new kind of computer system that helps students learn algebra. The fundamental idea is to have a system based on the microworld paradigm that allows students to make their own calculations, as they do with paper and pencil, without being obliged to use commands, and to verify the correctness of these calculations. This requires an advanced editor for algebraic expressions, an editor for algebraic reasoning and an algorithm that calculates the equivalence of
Crash! Bang!
Students learn about the physical force of linear momentum — movement in a straight line — by investigating collisions. They learn an equation that engineers use to describe momentum. Students also investigate the psychological phenomenon of momentum; they see how the “big mo” of the bandwagon effect contributes to the development of fads and manias, and how modern technology and mass media accelerate and intensify the effect.
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.
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.
Landfills: Building Them Better
Waste disposal has been an ongoing societal problem since medieval times. In this lesson, students learn about the three methods of waste disposal in use by modern communities. They also investigate how engineers design sanitary landfills to prevent leachate from polluting the underlining groundwater.
A River Ran Through It
Students learn how water is used to generate electricity. They investigate water’s potential-to-kinetic energy transformation in hands-on activities about falling water and waterwheels. During the activities, they take measurements, calculate averages and graph results. Students also learn the history of the waterwheel and how engineers use water turbines in hydroelectric power plants today. They discover the advantages and disadvantages of hydroelectric power. In a literacy activity, students
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
Design patterns for recording and analysing usage of learning systems: State of art of tracking and
This document presents a state of art according to three aspects: use analysis in a wide point of view, tracking and analysing usages
and what's on Design Pattern.
The objective of this state of art is to synthetise actual works about tracking and analysing usages in order to isolate possibilities of
patterns, that's the aim of DPULSE Jeirp.
The work on the state of art has been organised as a collaborative task of the DPLUS members. A lot of papers and projects on this
topic have been studied.
Cynergies: Technologies that Hybridize Physical and Cyberspaces
This paper presents ways in which cybrids depend for their technology upon three existing models of architectural hybrid: display space, environmental computing, and augmented/mixed reality. Cybrids bring these techniques together into a synergistic whole that depends as much on the observer for its consistency as it does on its comprising technologies. This synergy is a product of corroborative behavior between different modes, which provide cybrid users with a coherent social/spatial experienc
Pollution Solutions
To develop an understanding of modern industrial technologies that clean up and prevent air pollution, students build and observe a variety of simple models of engineering pollutant recovery methods: scrubber, electrostatic precipitator, cyclone and baghouse. In an associated literacy activity, students become more aware of global environmental problems and play a part in their solution by writing environmental action campaign letters.
State Your Position
To navigate, you must know roughly where you stand relative to your designation, so you can head in the right direction. In locations where landmarks are not available to help navigate (in deserts, on seas), objects in the sky are the only reference points. While celestial objects move fairly predictably, and rough longitude is not too difficult to find, it is not a simple matter to determine latitude and precise positions. In this activity, students investigate the uses and advantages of modern
The Big Mo
Momentum is not only a physical principle; it is a psychological phenomenon. Students learn how the “Big Mo” of the bandwagon effect contributes to the development of fads and manias, and how modern technology and mass media accelerate and intensify the effect. Students develop media literacy and critical thinking skills to analyze trends and determine the extent to which their decisions may be influenced by those who manipulate a few opinion leaders. Note: The literacy activities for the Me
Designing to facilitate learning through networked technologies: factors influencing the implementat
Recent advances in computers and telecommunications have allowed networked learning to play a significant role to play across the complete spectrum of higher education teaching. One of the most significant UK government initiatives to date has been the development the Information Environment (IE) originally called as the Distributed National Electronic Resource (DNER), which is aiming to create a managed environment for accessing quality assured information resources on the Internet (IE, 2004).
Networked learning
Not available
Utopian Hope and Apocalyptic Religion
Editor's note: The original event recording started slightly after the beginning of the introduction by Professor Lord Meghnad Desai. Where does the utopian impulse in politics originate, and does it have a future? John Gray argues that though they often claimed to be rooted in a scientific analysis of history and society the revolutionary political movements of the past were informed by a utopian vision which derives from religion. Is the age of secular utopianism over, and if so how will relig
Quelques éléments sur la conception et l'ingénierie des EIAH
Ce texte aborde quelques questions liées aux problématiques de la conception et de l'ingénierie des Environnements Informatiques pour l'Apprentissage Humain (EIAH). Après un rappel du champ que couvre la recherche en EIAH et quelques éléments généraux sur l'évolution de la nature des systèmes dans le contexte des TIC nous abordons la position de la problématique de la conception par rapport à la recherche en informatique, les spécificités de la conception d'un EIAH, la place des th
Enabling Technologies for future learning scenarios: The Semantic Grid for Human Learning
In this paper, starting from the limitations and constrains of traditional human learning approaches, we outline new suitable approaches to education and training in future knowledge based society. In our vision, learning and teaching are no longer standalone activities but complex, conversational and experiential-based processes implying collaboration, direct experience, mutual trust and shared interests. We identify characteristics of the environments suitable for these processes, and we compa













