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
not available
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.
Tidal Curiosities
This illustrated essay from the NOVA Web site answers questions about irregularities in the tides.
A Mule Spinner Tells the U.S. Senate about Late 19th century Unemployment
Fall River, Massachusetts, mill worker Thomas O'Donnell (who had immigrated to the U.S. from England eleven years earlier) appeared before the U.S. Senate Committee on Education and Labor on October 18, 1883, to answer the panel's questions about working-class economic conditions. An unemployed mule spinner for more than half of the year, he described the introduction of new production methods at the Fall River, Massachusetts, textile factory where he worked as a mule spinner (a worker who tende
Managing complexity of e-learning administration in
ARCADE
ARCADE (Architecture for Reusable Courseware Authoring and DElivery) is a Webbased
e-learning platform specially targeted to the needs of distant education in
universities and schools. This paper presents ARCADE in two aspects: as a system for
distance learning and as a virtual university. The authors put accent on the way of
organization of the education process as a whole while showing the power of the
ARCADE platform. Moreover, there is discussed in details the administration of courses
and s
Futurelab: Social software and learning
This report explores the relationship between the emergence of social software and the personalisation of education. It suggests that there is a changing view of what education is for, with an emphasis on the need for young people to develop the skills necessary for today's evolving global knowledge economy. Alongside this development is the rapid growth of social software, characterised as software that supports group interaction, and by combining these two trends there is significant potential
Literature Review in Learning with Tangible Technologies
When we think of digital technologies in
schools, we tend to think of computers,
keyboards, sometimes laptops, and more
recently whiteboards and data projectors.
These tools are becoming part of the
familiar educational landscape. Outside
the walls of the classroom, however,
there are significant changes in how we
think about digital technologies - or, to be
more precise, how we don’t think about
them, as they disappear into our clothes,
our fridges, our cars and our city streets.
This disappe
What is Energy?
With an introduction to the ideas of energy, students discuss specific types of energy and the practical sources of energy. Hands-on activities help them identify types of energy in their surroundings and enhance their understanding of energy.
Learning complex domains and complex tasks, the promise of simulation based training
Computer simulations enable the realization of didactical concepts such as inquiry learning, collaborative learning, and situated learning. These didactical approaches are not novel in the sense that they have just emerged, but simulation learning environments help to realize these approaches in new type of contexts. The design of such simulation learning environments is a multifaceted endeavour. First, the processes and difficulties involved in inquiry, collaboration, and knowledge application
The Missing Teacher: Contradictions and Conflicts in the Experience of Online Learners
A nationwide Swedish distance education programme, SÄL, was offered to adults with previous higher
education studies working as teachers in K-12. A smaller study conducted among this group of students at
Göteborg University, Göteborg, revealed concerns regarding teacher performance online. A follow-up and
larger study using a questionnaire survey was used to reveal possible conflicts and contradictions in the
programme. An analysis suggests that there is a contradiction between how the progra
De Waarde van GrassRoots. Eindrapport GrassRoots Evaluatieonderzoek
Not available,Sligte, H.W., Simons, P.R.J., Kral, M., van den Berg, E. (2005). De Waarde van GrassRoots. Eindrapport GrassRoots Evaluatieonderzoek. [The value of Grassroots. Final report GrassRoots evaluation]. Amsterdam: SCO-Kohnstamm Instituut.













