Multimedia and the learner's experience of narrative
This paper reports on research findings which show that the narrative structure of multimedia programs, or sometimes the lack of it, affects learners' comprehension, often adversely [1,2]. It also reports on initial findings from our current research which aims to develop a theoretical understanding of the forms and functions of narrative in interactive media, based on empirical research, and capable of informing instructional design.
Analyse de fichiers de traces d'étudiants : aspects didactiques
Users of a learning platforms are usually required to log in, that provides a great deal of data. The general question studied here is: how to exploit this data to help the different actors involved? At first let us introduce the platform and the experiments we conducted. Then we use a didactic model to produce a qualitative analysis from the quantitative data collected. A simple exercise classification emerges from the construction of two indicators. It is consistent with the different experim
Negotiation of Spatial Configurations in Collaborative Virtual Environments
In the last decades a new culture of childhood has been emerging that redefines the relations between children and their social environment. Instead of seeing children as passive actors in the society where they live, children are regarded as social actors capable of supplying their own personal and active contribution to social life. This approach includes involving children in the planning of physical spaces as well as in social and cultural interventions in their society. One particular field
An investigation of using the computer for reading and writing in the English classroom in secondary
This paper presents an investigation of using the computer in English teaching at the secondary school in the UK, particularly in respect of reading and writing skills. Many studies suggest that the computer brings significant possibilities for promoting the teaching of reading and writing in the English classroom. The computer can enhance the development of reading and writing. This study adopted interviews as research technique and some student teachers in a university and some English teacher
Semantic Annotation Tools for Learning Material
This paper aims at providing the specification for semantic annotation tools for e-learning. From the specific requirements of annotating learning material, we categorize and evaluate the existing annotation tools, mainly general purpose ones. We illustrate two research prototypes of annotation tools we developed, and evaluate to what extend the specific requirements of annotating learning material are reached by these research prototypes
An analysis of the SRL potential of TGS/TES Online Course, a Technology Enhanced Learning Environmen
This report presents an analysis of the potential support to Self-Regulated Learning granted by a CSCL environment developed for carrying out language master courses. The analysis is made by applying a check-list developed within the European project TELEPEERS.,Research Report
Selection and use of domain ontologies in Learning Networks for Lifelong Competence Development
A general problem in life-long learning is how to develop flexible and adaptive learning content, and how to choose and deliver the most appropriate learning activities for the learner. In order to solve this problem, we need to have the proper knowledge model, and clear interpretation how to use it. One possible solution is to use IMS Learning Design for modelling the learning process and ontologies for representing the domain knowledge and competencies. In this paper we present one specific ap
In this lesson, students are introduced to the five types of renewable energy resources by engaging in various activities to help them understand the transformation of energy (solar, water and wind) into electricity. Students explore the different roles engineers who work in renewable energy fields have in creating a sustainable environment – an environment that contributes to greater health, happiness and safety.
Splish, Splash, I was Takin’ a Bath!
In this lesson, students will explore the causes of water pollution and its effects on the environment through the use of models and scientific investigation. In the accompanying activities, they will investigate filtration and aeration processes as they are used for removing pollutants from water. Lastly, they will learn about the role of engineers in water treatment systems.
Web-based youth communities in the light of cyberspace psychology
The internet new media creates new types of communities - online or web-based communities in virtual reality. Everyone, to a certain degree, is involved in building and creating online communities. The main aim of this study is to make an overview of cyberspace technology and to extrapolate the influence of computers, technology and virtual environments on the psychology of Bulgarian students (individuals and groups). This study is focused on the chief features of web-based life in web-based com
You Are What You Drink!
Contamination in drinking water sources or watersheds can negatively affect the organisms that come in contact with it. The affects can be severe — causing illness or, in some cases, even death. It is important for people to understand how they can contribute to the contaminants in drinking water and what treatment can be done to counter these harmful effects. Students will learn about the various methods developed by environmental engineers for treating drinking water in the United States.
Who’s Down the Well?
Drinking water comes from many different sources, including surface water and groundwater. Environmental engineers analyze the physical properties of groundwater to predict how and where surface contaminants will travel. In this lesson, students will learn about several possible scenarios of contamination to drinking water. They will analyze the movement of example contaminants through groundwater such as environmental engineers must do (i.e., engineers identify and analyze existing contaminatio
How Clean is that Water?
This lesson plan helps students understand the factors that affect water quality and the conditions that allow for different animals and plants to survive. Students will look at the effects of water quality on various water-related activities and describe water as an environmental, economic and social resource. The students will also learn how engineers use water quality information to make decisions about stream modifications.
Let the Sun Shine!
Students learn how the sun can be used for energy. They learn about passive solar heating, lighting and cooking, and active solar engineering technologies (such as photovoltaic arrays and concentrating mirrors) that generate electricity. Students investigate the thermal energy storage capacities of test materials. They learn about radiation and convection as they build a model solar water heater and determine how much it can heat water in a given amount of time. In another activity, students bui
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
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.
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.
The No Zone of Ozone
Students explore the causes and effects of the Earth’s ozone holes through discussion and an interactive simulation. In an associated literacy activity, students learn how to tell a story in order to make a complex topic (such as global warming or ozone holes) easier for a reader to grasp.
Students design and build a paper rocket around a film canister, which is used as the engine. An antacid tablet and water are put into the canister, react to form carbon dioxide gas, and act as the pop rocket’s propellant. With the lid snapped on, the continuous creation of gas causes pressure to build up until the lid pops off, sending the rocket into the air. The pop rockets demonstrate Newton’s third law of motion: for every action, there is an equal and opposite reaction.
Students explore the impact of changing river volumes and different floodplain terrain in experimental trials with table top-sized riverbed models. The models are made using modeling clay in an aluminum baking pans placed on a slight incline. Water added “upstream” at different flow rates and to different riverbed configurations simulates different potential flood conditions. Students study flood dynamics as they modify the riverbed with blockages or levees to simulate real-world scenarios.