Core Physics PBL – White Knuckle Ride.
White Knuckle Ride’ is a Group Research Project, undertaken by students organised into small groups working as teams. Most, if not all, of the required theory can be found in the course book (Physics for Scientists and Engineers, Tipler). You will have four laboratory sessions to perform the experiments, as well as two workshops with facilitators. For each of the workshops you should prepare answers to set question, which will be marked at the workshops. These workshop questions are designe
Townsend Debate 2010
The Townsend Debate, which started in 2004, is an annual competition that challenges Purdue Agriculture undergraduates to demonstrate their excellence in written and oral communication. Over the years, participation, and quality of argumentation and research have greatly improved. The debate is named in honor of its generous donor Wayne Townsend (BS; 1951) who served as a Trustee for Purdue University (1989-2004), and has been an active supporter of undergraduate education in the College of Ag
Meadows Museum Exhibit Focuses on the George W. Bush Presidential Center
Alan C. Lowe, director of the George W. Bush Presidential Library and Museum, hosts a tour of "Breaking New Ground: Presenting the George W. Bush Presidential Center," a special exhibit at SMU's Meadows Museum that continues through February 6, 2011.
Power of Microfinance
Opportunity International Bill Morgenstern talks Nov. 10, 2010, at Thunderbird School of Global Management. http://www.thunderbird.edu
Mexico City Onion Layers, 542 with DEM, x 4 exaggeration.
An animation of Landsat spectral bands for Mexico City, merging channels 5, 4, and 2 with digital elevation data
Games Technologies for Learning
The Games Technologies for Learning report explores the ways in which games technologies can be used to enhance teaching and learning, and provides advice for schools and colleges wishing to introduce...
Workshop White Paper - Education in the Wild: contextual and location-based mobile learning in actio
The workshop explored recent innovations into location-based, or geospatially-informed, contextual mobile learning, and issues arising from them. Location-based technologies offer opportunities for new forms of learning that engage more deeply with physical surroundings and support continuity of understanding across settings; they also pose technical difficulties of modelling and maintaining continuity of context, and ethical challenges including the right to privacy of location and escape from
Classify students' conceptions about the mutation's site to anticipate their knowings' mobilization
In high school, students have difficulties to understand and to learn genetics in general and DNA structure and mutations in particular. These difficulties are partly due to the different biological levels. Several studies showed that students have difficulties to differentiate these levels and that they are not able to order them in the right biological hierarchy. We studied students' conceptions on a specific question to get knowledge on their misunderstanding of these levels. To do that we as
JeCo: Combining Program Visualization and Story Weaving
We present a collaborative learning tool for programming, Jeliot Collaboratively or JeCo. Jeliot Collaboratively is a combination of a program visualization tool for Java programs, called Jeliot 3, and a collaborative authoring tool, Woven Stories. We introduce these systems and explain how they can be used in learning. Furthermore, we present future directions in order to support a wider range of use cases with JeCo.
Virtual Learning Environments as a Supplement to Traditional Teaching
Many factors influence teaching nowadays. Numbers of students are increasing, some students pay for studies and require more flexible teaching, more students have access to Internet, the learning material is changing rapidly (especially of subjects, related to information technologies), publishing industry is slow and expensive. All that stimulates usage of modern technologies in education. Virtual Learning Environments (VLEs) is one of the forms of e-learning. They open new ways of teaching and
Modélisation de profils d'élèves à partir de
traces de résolution de problèmes
La modélisation automatique des connaissances de lapprenant est nécessaire dès lors que lon cherche à accompagner un apprentissage dans le cadre des EIAH. Dans ce rapport, nous présentons un travail en cours dans lequel des techniques de classification automatique permettent dengendrer des modèles délèves interprétables par un enseignant ou un didacticien et utilisables éventuellement par un « tuteur » automatique. Lapproche proposée a été appliquée au domaine de la ré
Enhancing Collaborative Language Learning in Engineering Education with Team Portfolio
This paper describes the development and implementation of learning and teaching experiment to encourage the use of e-portfolio in language learning courses and also the integration of English courses with professional studies of engineering students. This is an ongoing project which is annually developed and improved based on student feedback the focus being on collaborative and communicative language learning. New learning environments, such as learning platforms, e.g. R5 Generation, Skype and
The comparative study of the ICT collaborative environments in master courses ITC Euromaster and A/E
ICT collaborative environments surpasses old practices with drawing learning closer to a real life with interactivity and authenticity of real world problems in learning and consequently reducing de-contextualization in the learning process. Contemporary educational ICT usage in learning processes is student-centred. In 1993 University of Stanford (USA) started an ICT supported distance learning course named Architecture/Engineering/Construction Computer Integrated Global Teamwork Course (AEC Gl
Mashing The MUVE - A Mashup Model for Collaborative Learning in Multi-User Virtual Environments
Mashup technologies offer opportunities for students to become proactive, collaborative and engaged. However the primary metaphors are asynchronous, allowing reflexive and expansive dialogue (Palloff & Pratt 1999) but limit dynamic collaborative learning. This paper will present a model being evaluated at the Open University using a mashup immersive learning environment to offer collaborative learning in a situated, constructivist context. The pilot project will be used to map pedagogy and learn
Analysis of three different models used to acquire three e-learning solutions at the same university
The Universtiy of Pretoria has been using an electronic assessment system since 1991 and a learning management system (LMS) since 1998. Both systems required urgent upgrading. In 2003 a further need arose in the Faculty of Health Sciences, for an electronic portfolio system. The Department for Education Innovation has thus implemented three new systems during the past three years: a new electronic assessment system, an upgraded LMS, and an electronic portfolio system. This paper analyzes the adv
Designing and application of E-portfolio for teacher training
Portfolio is not just a magic word but it is mandatory for everyone in today's free market. Some companies started their own portfolios for employee assessment. Other has them for optimization purposes or even education. Each of us first encounter portfolio in schools. Big books with grades and other useful data were in them. In the teacher education we also have portfolios and the most important is teacher training portfolio. Based on this portfolios employees decide who to hire or not. With th
Efficient object based streaming framework for web-based education
An efficient moving object extraction algorithm suitable for real-time content-based multimedia streaming systems is proposed in this paper. A Motion Vector (MV) based object extraction is used to dynamically detect the objects. To utilize the bandwidth efficiently, the important object can be real time detected, encoded, and transmitted with higher quality and higher frame rate than those of background. In order to meet the real-time requirement, no computationally intensive operation is includ
Facilitating collaborative knowledge construction in computer-mediated learning with structuring too
Collaborative knowledge construction in computer-mediated learning environments puts forward difficulties regarding what tasks learners work on and how learners interact with each other. For instance, learners who collaboratively construct knowledge in computer-mediated learning environments sometimes do not participate actively or engage in off-task talk. Computer-mediated learning environments can be endorsed with sociocognitive structuring tools that structure the contents to be learned and s
Freshman Organic Chemistry
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.
Learning Bridges: a role for mobile technologies in education
A project called MyArtSpace, funded by the UK Department for Culture Media and Sport, is today exploring how children can engage in similar enquiry-led learning supported by mobile technology and how this can link to school and home learning. Using MyArtSpace as an example, we discuss the possibilities for mobile technology to form bridges between formal and informal learning. We also offer guidelines, drawn from our experience with MyArtSpace, for designing such bridges.