Streaming media as an alternative to direct student instruction for performing science experiments
In the present paper a comparison between the ideas of two groups of students, both of which were taught the same physics laboratory curriculum but using two different instruction approaches is presented. The experimental group was asked to watch some videos including the associated links to Physics theory explaining the phenomena to be observed, gather the information needed and then perform the experiments involved, while the control group followed the traditional lab teaching practice. The ai
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.
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
Learning Science through Collaborative Visualization over the Internet
Ten years ago, we launched the Learning through Collaborative Visualization, or CoVis Project. "Collaborative visualization" refers to development of scientific knowledge that is mediated by scientific visualization tools in a collaborative learning context. Funded by the National Science Foundation as an advanced networking testbed, our partnership of Northwestern University, Bellcore, Ameritech, the Exploratorium Science Museum in San Francisco, and the University of Illinois at Urbana-Champai
A Grid Services Implementation for a Virtual Research Environment
In the past, virtual learning and research environments have typically been implemented as monolithic systems. Current research focuses on creating such environments from selected Grid and Web services.
In this paper we describe the Virtual Orthopaedic European University, which was created to support Higher Surgical Trainees to provide evidence for their learning contracts by carrying out experiments and publishing the results.
We use this environment as a case study for the re-implementation
Learning Objects 4: Applications, Implications, & Future Direction
This is the fourth and final book of this series on Learning Objects (LO). Whereas the first three books were essentially concerned with current developments in the field, this book presents a wide-ranging series of discussions of potential and probable developments in the field. Part I encompasses Chapters 1 through Chapter 5. The focus is upon LO within the context of e-learning and online learning. We realize that our authors (like us) often use the terms "e-learning" and "online learning" in
Learning Objects 2: Standards, Metadata, Repositories, and LCMS
This book is the second in a four-volume series. It builds upon the first volume by taking an extended and in-depth look at theorists' and practitioners' efforts to consolidate current knowledge and praxis. This consolidation centers around conceptual and technological issues related to standards, metadata, repositories, and the concept of the LCMS (Learning Content Management System). Part I contains six chapters that focus upon LO concepts vis-à-vis architecture. A discussion of syntax, seman
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
Виртуална лаборатория за интегрирано изучаване на мат
"not available"
Roles of the Body in Learning
In recent years research in fields as diverse as philosophy, pedagogy, psychology,
and anthropology has shown that the knowledge people possess in practice may not
always be linguistically expressible 1. Part of what practitioners know can certainly be
and normally also is formulated in textbook knowledge as well as in rules of thumb,
sayings, and the like, but still, a large part is more readily understood as made up of
skills, ‘know how’, ‘ways of going about the practice’, and so on,
Futurelab: Social software and learning
This report explores the relationship between the emergence of social software and the personalisation of education. It suggests that there is a changing view of what education is for, with an emphasis on the need for young people to develop the skills necessary for today's evolving global knowledge economy. Alongside this development is the rapid growth of social software, characterised as software that supports group interaction, and by combining these two trends there is significant potential
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
Computer-Supported Scripting of Interaction in Collaborative Learning Environments: Framework on mul
Collaboration scripts aim to facilitate effective interaction patterns for collaborative learning that do not occur spontaneously. So far,
diverse non-generic scripts have been conceptualized and investigated in CSCL environments. The specification of collaboration
scripts aims to provide a common terminolgy for describing scripts and to abstract the core design principles of scripts to better
understand effects and mechanisms of collaboration scripts and to apply and re-apply collaboration scri
Are well-designed Web sites efficient for learning mathematics at the undergraduate level?
We conducted an experiment in order to examine the effectiveness of an educational Web site, which provides resources to undergraduate students in mathematics. The participants' task was to solve 18 questions about differential equations. Students in the paper condition outperformed those in Web site conditions. There was no difference between the original and an improved Web site version. Moreover, students in all conditions preferred working with the paper resource. Practical and theoretical i
Didactical complexity of computational environments for the learning of mathematics
How a microworld is used by students is crucially influenced by the teacher, who has the responsibility of organising the classroom setting in which learning takes place. For this reason this paper focuses on the teacher as a manager of the learning situation, in relation to the students’ construction of meaning. A model of teaching which takes into account interactions between teacher, students and computer is outlined. Although the focus of this paper will be on the teacher, the teacher w
The use of Collaborative Virtual Environments to provide student’s contextualisation in programmin
Experience has shown that one of the biggest difficulties that students find while learning programming languages is the understanding of its abstract concepts, and this difficulty translates into a lack of motivation for learning. We propose the use of a collaborative virtual environment to allow students to program within the context of a business-like professional programming environment, akin to that found in a software house, in order to make abstract concepts and requirements more concrete
Report on literature on mobile learning, science and collaborative acitivity
This report combines: a literature review of work on mobile learning in informal science settings, a report on empirical work on mobile learning in each of the partners, and guidelines on context-awareness.,(D33.2.2). EU Sixth Framework programme priority 2, Information society technology, Network of Excellence Kaleidoscope, (contract NoE IST-507838), project "Mobile learning in informal science settings"
'Obsessive compulsive font disorder': the challenge of supporting pupils writing with the computer
Writing with the computer provokes and enables pupils to engage with aspects of multimodal design [Multiliteracies: Literacy Learning and the Design of Social Futures, Routledge, London, 2000]. At the same time the traditional stages of the writing process become much more fluid and integrated [Aust. J. Language Literacy 17(3) (1994) 183]. These consequences of technology are not recognised within the curriculum, the assessment system or current models of teaching the writing process in the
Advanced Algebra - Lecture 2 - Language of Mathematics (series)
College Algebra with Professor Richard Delaware - University of Missouri Kansas City VSI - Lecture 2 - Language of mathematics. This Lecture gives an overview of the Language of Mathematics. Great for high school Algebra 2 students.













