Software Engineering for Web Applications
Teaches basics of designing a dynamic web site with a database back end, including scripting languages, cookies, SQL, and HTML with the goal of building such a site as the main (group) project Emphasizes computer-human interface and the graphical display of information. Crucial to the project is the identification of a client with whom the group must work with throughout the month, designing specifications, implementing them, reviewing and evaluating, and testing. This is a real-life client who
Independence or Dependency 2 from the course World Regions, Peoples, and States
This course will provide a framework for recognizing and analyzing the major distinctive regions of the world in comparative context. The most important interrelations between environment, economy, ethnicity, and the national identity and viability of states will be explored.
Scripting argumentative knowledge construction in computer-supported learning environments
Argumentative knowledge construction in computer-supported collaborative learning environments is often weak. This experimental study analyzes two collaboration scripts, which should facilitate argumentative knowledge construction. One script aims to support the construction of argumentation sequences and the other script aims to support the argument construction. These scripts should facilitate the argumentative knowledge construction on both the micro- and macrostructure of argumentation durin
CML - The ClassSync Modeling Language.
The ClassSync Modeling Language (CML) addresses the problem of creating a controlling overlay to classroom learning activities, or e-leaming workflows. Our aim is to allow authors and teachers to generate a mapping from activity design to its implementation in a wirelessly networked classroom with ubiquitous use of handheld computers for information exchange. CML models e-learning workflows with three major components: actors, data objects, and interaction networks. Actors are the diverse perfon
The Energy of Light
In this introduction to light energy, students learn about reflection and refraction as they learn that light travels in wave form. Through hands-on activities, they see how prisms, magnifying glasses and polarized lenses work. They also gain an understanding of the colors of the rainbow as the visible spectrum, each color corresponding to a different wavelength.
The greenhouse effect visualizer: a tool for the science classroom
The Greenhouse Effect Visualizer (GEV) is designed to help students visualize data sets related to the earth's energy balance. This work was inspired by the benefits scientific visualization have provided to scientists in discovering patterns and presenting the results of their work to broad communities. The hope is that scientific visualization can provide equal assistance to students trying to learn science. The philosophy underlying this approach links learning with practice. Hence, students
Medical Response to Weapons of Mass Destruction: Mustard Gas
This presentation discusses exposure to vesicant vapors, such as the chemical mustard, mechanisms of action, disease manifestations, how to diagnose and treat exposure. This Web-based course combines Medantic Technology's didactic presentations and Medulator virtual patient cases delivered via a custom learning management system. Originally published for Medantic Technology by Lippincott, Williams & Wilkins, the course was co-developed with subject matter expertise provided by the Uniformed Serv
Medical Response to Weapons of Mass Destruction: Nerve Agents
This presentation discusses exposure to nerve agents such as sarin gas and their use as weapons of mass destruction, disease manifestations, how to diagnose and treat them. Medical Response to Weapons of Mass Destruction, A Course on Nuclear, Biological, and Chemical Warfare for Healthcare Providers, was the first of its kind following the devastating events of 2001. This Web-based course combines Medantic Technology's didactic presentations and Medulator virtual patient cases delivered via a cu
Radiology Lab 6: Extremities
Introduction to plain film and cross-sectional imaging of normal anatomy of the limbs.
Radiology Lab 5: Head and Neck
Introduction to concepts of imaging of the head and neck region, with focus on angiography and cross-sectional methods.
Augmenting the Discourse of Learning with Computer-Based Learning Environments
Computer tools for learning are often thought of as providing practice in working with symbolic representations. We exemplify a different perspective in which the technology augments the kinds of learning conversations that can take place. Research from the Optics Dynagrams Project illusmates contributions from this perspective. I will describe pre-intervention learning environment characteristics and student learning, our design strategy for new activities and technologies to address problems w
Synthesizing instructional technologies and educational culture: exploring cognition and metacogniti
This research was initiated to examine instructional technologies and educational cultures in relation to identified cognitive and metacognitive strategies uses in school tasks. The project involved activities from the social studies curricula that were presented through two new software programs intended to support the development of problem-solving and reasoning strategies - IDEA [Interactive Decision Envisioning Aid, Pea (76)] Notecards (34) - and through instructional approaches bases upon "
Putting knowledge to use
Understanding the task:
How is agency distributed between tools, students and teachers in technology
In this paper we explore how students’ agency relates to openness and structure within technology-rich, student-centred learning environments. This is done by analysing how students’ understandings of tasks evolve through their activities in relation to the representations in the learning environments. In our interpretation of the sociocultural approach, we emphasise human activity as mediated by artefacts, where the output of the activity has to be understood by including human action and a
Elup Editor Conceptual Guide and User Manual
The eLup editor: elearning Quality Process Editor is based on the conceptual model adopted by the E-Quality project (www.e-quality-eu.org). The purpose of the eLup software is to enable the e-learning professional to structure and document the quality approach used in his/her organisation by making use of the approach and findings of the equality project. The eLup software was developed within Montpellier 2 University. The software is a model editor coupled with a database using Java, MySQL and
COML (Classroom Orchestration Modelling Language) and Scenarios Designer: Toolsets to Facilitate Col
In a one-to-one collaborative learning classroom supported by ubiquitous computing, teachers require tools that allow them to design of learning scenarios, and to manage and monitor the activities happening in the classroom. Our project proposes an architecture for a classroom management system and a scenarios designer tool, both based on a Classroom Orchestration Modelling Language (COML), to support these requirements. We are developing and testing this with the GroupScribbles software using a
SCORM and the Learning Grid
The Sharable Content Object Reference Model (SCORM) is a profile of several elearning specification to ensure the reusability and interoperability of elearning content in web based Learning Management Systems (LMSs). Learning grids - learning environments built on the technology of grid services - are a promising new approach to enhance quality of elearning by overcoming the page oriented structure of the web. This paper investigates how SCORM can be used in conjunction with learning grids. Aft
Theoretical Foundations for E-Learning Environments Direct to Virtual Scientific Experiments
In this work we want to put in evidence the necessity to integrate theoretical, methodological and didactical aspects with innovative e-learning systems, in order to hypothesize possible learning models able to facilitate and qualify the e-learning world. Specifically, our aim will be direct to theoretical learning models of Virtual Scientific Experiments to be implemented inside the platforms. Therefore, the result to be achieved comes from the interaction of two different "macro-environments"
Metacognition in joint discussion: an analysis of the patterns of interaction and the metacognitive
The aim of this study was to examine metacognition in computer-supported collaborative problem solving. The subjects of the study were 13-year-old Finnish secondary school students (N=16). The Knowledge Forum learning environment was used to support student pairs’ problem-solving task involving polygons in a geometry course. The data consist of the student pairs’ posted computer notes (n=95). To examine metacognition in a social context in the networked discussions, the features and patterns
Sustaining Interaction in a Mathematical Community of Practice
This paper focuses on an activity in which students explore sequences through a game, using ToonTalk programming and a web-based collaboration system. Our analytical framework combines theory of communities of practice with domain epistemology. We note three factors which influence the length and quality of interactions: facilitation, reciprocation and audience-awareness.