Take into account knowledge constraints for design of TEL environments in
medical education
In this paper we present an approach, based on
exploiting and modeling empirical knowledge, for design an adaptive intelligent tutoring system in medical education. We present our learning knowledge design constraints and their related computer representations. We conclude with the possibilities of our approach and their perspectives.
A Roadmap for Education Technology
This report describes the initial findings of several workshops convened in 2009 to consider the future of education and in particular the role of technology and computer science in education. Through a series of facilitated collaborative workshops, leaders in several disciplines engaged in conversations that cast computers in the role of facilitating education in the future and recommended a research agenda for federal funding.,Research report
Lecture 37 - 11/29/2010
Lecture 37
A Study of the Response to Accountability and Standardized Testing in a State University System: Pre
This study was an investigation of the perceptions of university certification officers in teacher education in a state university system regarding university responses to accountability, standardized testing, predictive models, gatekeeping, and intervention strategies, and incorporates the issues of social justice and ethics. This study also includes the development of a predictive model to predict results on the Praxis II Elementary Education: Curriculum Instruction and Assessment (ELED:CIA) t
Building skills for the knowledge society
The present paper takes into account the skills sets needed for the knowledge
society, and the focus on ICT and e-business skills, innovation and knowledge management in
organizations. It highlights the related challenges for learning providers, and in particular for
regularly updating the higher education curricula and programs according to the labor market
needs. The paper outlines two practical examples for provision of up-to-date training. The first
one is related to designing knowledge mana
In Search of One's Pack: A Narrative Study of a Working-Class Woman in the Academy
Utilizing an autobiographical approach by comparing and contrasting my story with other scholars’ stories whose social-class backgrounds are similar to mine, and by analyzing this information through the works of scholars whose research has helped others working in the fields of composition and teaching, I explore the crisscrossing of the female sex, working class, and academia. This exploration attempts to uncover the influences of social class and gender on an academic from a working-class b
Writing to Learn Mathematics: A Mixed Method Study
This study sought to address a research gap by studying students who had been
taught mathematics using writing. The purpose of this study was to provide an analysis of students’ perceptions of the benefits and drawbacks of this pedagogical approach. The types of writing students performed in mathematics classes were described, and students’ preferences regarding these tasks were analyzed. Finally, a comparison was made between female and male students’ responses in order to see whether gen
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
Virtual plants in high school informatics – L-systems
A creation of models is becoming an important part of informatics education besides algorithmization and programming. An appropriate example concerning use of computer science while modelling real world are the L-systems. In the paper we describe a proposal of teaching of plantÂ’s growth modelling by the L-systems at a high school. Our goal is to help students to understand and try creation of plantÂ’s model on the computer.
E-Learning Strategies in Academia-Industry Knowledge Exchange
The information and communication technologies are transforming the way people learn. E-learning system not only provides new possibilities for personalized learning at home or workplace, but also reduces the requirements of the expensive classroom training and introduces new innovative forms of knowledge transferring. In this paper, we describe an e-learning platform developed during the first year of the CoMSON European project.
Film 2
Drawing from the Imagination by Doug Gittens In this film you are invited to draw ‘a piece of furniture for sitting on’ from your imagination. Using first natural and then geometric forms you are invited to ‘play’ with shape and form making to generate a range of possible ideas quickly. There is no magic recipe [...]
A Framework for Agent-Supported E-learning
This paper presents a framework to describe the crossover domain of e-learning and agent technology. Furthermore it is used to classify existing work and possible starting points for the future development of agent techniques and technologies order to enhance the performance and the effectiveness of several aspects of e-learning systems. Agents are not a new concept but their use in the field of e-learning constitutes a basis for consequential advances.
Collisions and Momentum: Bouncing Balls
As a continuation of the theme of potential and kinetic energy, this lesson introduces the concepts of momentum, elastic and inelastic collisions. Many sports and games, such as baseball and ping-pong, illustrate the ideas of momentum and collisions. Students explore these concepts by bouncing assorted balls on different surfaces and calculating the momentum for each ball.
Learning to collaborate: Designing collaboration in a 3-D game environment
To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. eScape is a design experiment, comprising both the process of designing a collab
Cowos: A Model of Collective Work Situations to Support Modelling and Simulation Based Approaches of
This paper describes an operational model of collective work situations. This model is rooted in the CHAT theory. It allows creating multi-agent simulations where the agentsÂ’ behaviour is defined in terms that make salient organization issues, and allows building learning situations that focus on making students consider explicitly these issues.
Nineteenth Century Europe
This course covers the political, social and cultural history of Europe from 1815 to 1900, including the history of each major European nation.
Internet Scout Project
Trinity College in Ireland hosts this site about the History of Mathematics. Rather than identifying key discoveries and theorems, the site mainly gives accounts of many prominent mathematicians and focuses on their research and contributions. Most material deals with the period between the 17th and 19th centuries, a time that produced many ideas that form the basis of modern mathematics. Some famous people highlighted on the site include Descartes, Fermat, and Sir Isaac Newton. A number of hist
Towards Web 2.0 Schools: Rethinking the Teachers Professional Development
This paper aims at analyzing the Web 2.0 based distance education in the K-12 schools as an emerging phenomenon that catalyzes a new educational reform all over the world. Some pre-Web 2.0 best practice examples are analyzed in order to draw the main findings in the paper. The teacherÂ’s professional qualification designed to meet the new challenges is considered as a key problem for a successful penetration of this phenomenon in the schools. It is emphasized on the importance of designing a lif
Internet Scout Project
The Miami Museum of Science's learning site, The pH Factor, gives teachers a fun and interactive way to teach elementary and middle school students some basics of science. Material is divided into seven learning areas: excite, explore, explain, expand, extend, exchange, and examine. Each contains an interactive screen that can be used directly in the classroom and lesson plans that correspond with each subject. For example, the excite area contains the "tasting tongue" that, when clicked, shows
Internet Scout Project
The free access portion of the Atlapedia Online site, Countries A to Z, provides an attractive political and physical map of each country of the world, including basic information such as its capital, system of government, population, geography, climate, religions, languages, currency, modern history, trading partners, exports, military, and more. Giving students of any age access to interesting and fun facts, the database can be searched easily or browsed by the first letter of each country. Al













