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Daylight Savings Time: History
This three minute video site has a written explanation of when it was implemented and changed to the current date. Interesting findings in how to deal with the change.
C++ Console Lesson 24: Fundamental Data Types
More at http://xoax.net
This C++ video tutorial explains the fundamental data types that are used in C++ and their ranges of values. C++ provides the following fundamental built-in data types: Boolean, character, integer and floating-point. It also enables us to create our own user-defined data types using enumerations and classes.
T4 Tips Podcast #23 - PowerGrade-The New Class
This podcast will show elementary teachers in the district how to get rid of last year's PowerGrade data and set up their new class. If you have any questions please contact the PowerGrade specialist in your building. If you need further assistance contact your Curriculum Technology Specialist. (This is a redo, the first video did not export correctly)
How To Build And Light A Fire
How to build a fire in the wilderness. Where to find the materials and how to ignite them. Good for Scouts and others to know for survival training as well as a critical thinking problem for science classes. Some words need a definition. First aid and safety must be a constant when showing this video.
Primer: Lesson II - Ann has a cat.
In this primer reading lesson learn the letters and words that start with a t and S and th diagraph.
Authenticity in learning game: how it is designed and perceived
A key concern in game-based learning is the level of authenticity games require in order to match what learners can expect in the real world, what keeps them engaged in the game, and what they need to learn. We examined authenticity or credibility in a game from the learners perspective. There are very few studies on this aspect. We propose that authenticity is the result of a compromise between external authenticity (perceived likeness with real life reference), internal authenticity (perceiv
Description of six scenarios and of the results of six validated trials
This deliverable aims at presenting and analysing the processes of elaboration and validation of the PALETTE scenarios. After having defined these two processes and situated them into the PALETTE methodology, the scenarios are presented. For each scenario, the specific methodology of elaboration and validation is described with a special focus on the participation of the concerned Communities of Pratcice (CoPs). Then the results of the validation are presented as well as the reports of their tec
Virtual Continent in the Classroom: Teaching e-Business Integration Issues with Web-based Technologi
In this extended abstract we outline a Web-based learning approach for e-Business integration issues. We present a virtual toolbox, including an advisable open source tool and Web Service Application Programming Interfaces (WS APIs). By applying a collaborative learning model and by incorporating Web 2.0 features such as Web services, operating with the SOAP protocol, we were able to increase the motivational background as well as the learning success of our students significantly.
The framework for easy intelligent tutor programs creation
In this paper the framework for intelligent tutor programs creation is described. It separates the logical part of tutor program and technical parts like user interface, database connectivity, etc. The intelligent program is built in specially developed graphical tool by means of performing primitive actions to create task model as a graph with states and conditional transitions. So it may be composed by a teacher with base programming skills.
Participatory Design for Developing Web Services Supporting Learning in Communities of Practice: the
The paper aims at showing how Participatory Design contributes to the understanding of learning processes related to Communities of Practice (CoPs) and, at the same time, to the design and implementation of Web Services to support organisational and individual learning in CoPs. This research builds on the European PALETTE project.
RO-i2010, Promoting ICT in Education in Romania
This paper will present the RO-i2010 project based the partnership of three Romanian (RO) universities: University of Bucharest, University of Craiova and University Transilvania of Brasov. The project is aiming to increase the visibility of the RO scientific community and research programs in the field of ICT for education, in order to better correlate and integrate into European and international educational and research programs. The resulting activities of the RO-i2010 project are aiming at
Learning through investigative games and internet on-line activities
Internet is an important phenomenon in our society and already become one of the mostly used media around the world. In human history this is the first media, which is broadly used in so little time. Obviously, it plays an important role also in the life of our children. They use it for communication with each other (chat, email), they use it for finding new information to school, and they search the web or even create their own websites. The investigative games on internet are competitions, thr
Conception de protocoles expérimentaux :
comprendre l'actualité récente en paléontologie.
21st September 2006, the most of the internationals media shows the child of Dikika as a discover in Ethiopia : a three age old Australopithecus. The craniums pictures were similar as this we used in a labwork we proposed to pupils in French high school.
Using Interaction Analysis to reveal Self-Regulated
Learning in Virtual Communities
Aim of this paper is to analyse whether Interaction Analysis can help investigate the practice and development of Self-Regulated Learning (SRL) in Virtual Learning Communities (VLC). Interaction analysis is increasingly used to study learning dynamics within online activities. It proceeds by searching expressions that reveal the aspects under study in the written messages exchanged by the learners. To this end, we devised and classified a number of indicators suggesting the existence of self-re
Using A Simulated Student for Instructional Design
In this paper, I describe how a cognitive model was used as a simulated student to help design lessons for training circuit board assemblers. The model was built in the Soar cognitive architecture, and was initially endowed with only an ability to learn instructions and prerequisite knowledge for the task. Five lessons, and a total of 81 instructions for teaching expert assembly were developed by iteratively drafting and testing instructions with the simulated student. The resulting instructions
Reflections on Success: A retrospective of the mLearn conference series 2002-2005
mLearn is now in its fifth year. Although mobile learning has a much longer history, the inauguration of a conference for learning in the mobile age marked an important point in its development. This paper takes a retrospective look at the mLearn conferences from 2002 through to 2005; reflecting on our progress in order to facilitate the transition of mobile learning from a novel research concept into a viable means of providing meaningful learning opportunities across generations and cultures
Student Modeling and Machine Learning
After identifying essential student modeling issues and machine learning approaches, this paper examines how machine learning techniques have been used to automate the construction of student models as well as the background knowledge necessary for student modeling. In the process, the paper sheds light on the difficulty, suitability and potential of using machine learning for student modeling processes, and, to a lesser extent, the potential of using student modeling techniques in machine learn
New Media and Open and Distance Learning: New challenges for Education in a Knowledge Society
The "digital society" provides not only with new technology, but also with new concepts. Information plays a central role and becomes a valuable good, but knowledge cannot be reduced to information, and one aim for educators is to contribute in a "knowledge society", not only an "information society". A knowledge society is structured in networks, enriching the traditional hierarchies; a knowledge society promotes a kind of "collective intelligence". In such a society, open and distance learning
Cross-border collaboration between greece and bulgaria: the use of ict in improving social medicine
Cross-country-border collaboration exists in various fields as regions are facing similar social and economic challenges. Many countries of South-East Europe experience a lack of knowledge, especially in topics of social medicine. Improved collaboration across the borders can develop the appropriate conditions for enhanced knowledge sharing and ICT can effectively contribute to this aim. The system proposed in this paper is the combination of a database and a Geographic Information System that a