Building a Research University Ecosystem: the Case of Software Engineering Education at Sofia Univer
This paper analyses the specifics and the tendencies in building of the knowledge society and the role of the universities in this process. Some European policies and programs dedicated to the new role of the universities in realizing the Lisbon Strategy are analysed as well. It is emphasized on the importance of integration of the ‘knowledge triangle’ (education, research and innovation) into a research university and on the urgent need to re-design the university activities according the new
Giving teachers a hand(book) to develop ict-enhanced skills
Shared web-based knowledge bases, enriched with the possibilities of discussing about their content and of proposing new one, seem to offer the opportunity to diffuse pedagogical innovation. To this aim, the knowledge base should enable teachers to put their own ideas at colleaguesÂ’ disposal; and moreover, to improve their pedagogical knowledge by availing themselves of colleaguesÂ’ proposals and suggestions. Thus, personal growth evolves in shared knowledge and vice-versa, facilitating the for
Scripting argumentation in technology enhanced learning: a proposed system architecture
Argumentative knowledge construction is an important component of critical thinking. Learners who collaboratively argue about a subject can potentially develop domain knowledge and have the opportunity to use evidence critically in order to make sense of the subject under consideration. Moreover learners have to take into account claims and evidence of each other during argumentation and in this way they develop mental models for argument construction and sequence. However, research indicates th
Applying IDWBL methodology at the national high school of mathematics and science
The Innovative Didactics via web Based Learning project accents on an innovative methodology of web use in the classroom. During the project realization a repository, containing IDWBL scenarios was developed. Teachers of the National High School of Mathematics and Science were acquainted with the methodology through the cascade approach. After that the IDWBL methodology was experimented in the classrooms in regular classes. The current paper comments the results of the teacher trainings and the
Learning History by Playing a Mobile City Game
Digital games seem to be excellent tools for facilitating and supporting situated learning. This unbinding of knowledge from a specific context fosters its transfer to new problems and new domains. Additionally, childrenÂ’s attitude towards computer games is the very attitude we would like all our learners to have. Therefore, it makes sense to try to merge the content of learning and the motivation of games. The objectives of this paper are to generate insights into the practicalities and the ef
Benefits of Virtual Characters in Computer Based Learning Environments: Claims and Evidence
Pedagogical theory of today gives high priority to social components of learning. Within the field of computer supported learning there are many attempts to acknowledge this. One approach involves the addition of virtual characters to electronic learning environments. Such character enhanced systems are the focus of the present article. Firstly, a systematic overview is given of pedagogical benefits that have been proposed in the literature regarding character enhancement of electronic learning
Supporting peer interaction in online learning environments
This paper reports two studies into the efficacy of sentence openers to foster online peer-to-peer interaction. Sentence openers are pre-defined ways to start an utterance that are implemented in communication facilities as menuÂ’s or buttons. In the first study, typical opening phrases were derived from naturally occurring online dialogues. The resulting set of sentence openers was implemented in a semi-structured chat tool that allowed students to compose messages in a free-text area or via se
How to scaffold the students to design experimental procedures? A situation experienced by 108 high-
This paper presents a proposition to improve the construction of concepts when doing experimental activities, and, in fact, to improve the construction of sense in experimental activities. This research involved 108, 17-18 year old students designing an experimental procedure for palaeontology learning. We first developed an analyse of the expert procedure and second, we realised a teaching sequence in which students were led to design an experimental procedure to measure the facial angle of a c
Advanced video technologies to support collaborative learning in school education and
beyond
The aim of the paper is to characterize two new advanced video technology software systems developed for uses in collaborative learning (DIVER and HyperVideo2), and how they extend the paradigms of video use in classrooms today. The rationale for and characteristics of these tools are described, and early experiences with their use are characterized.
Transformative communication as a cultural tool for guiding inquiry science
Inquiry-based science instruction offers great promise as a means of actively engaging students in authentic scientific problem solving, including consideration of research design issues. At the same time, inquiry introduces some difficulties. In particular, familiar "cultural tools" for classroom discourse, such as Initiation-Reply-Evaluation sequences, are no longer appropriate because they are premised on known answers and teacher-driven activity. To help support productive open-ended science
Learning and teaching with educational technologies.
This chapter considers what we have learned about learning and teaching with educational technologies over the past several decades. While there are compelling data and arguments on the positive effects of these tools, there are also well-documented difficulties with implementing such innovations. The social contexts of the uses of technology are crucial to understanding how technology may influence teaching and learning. The classroom influences, in particular the teacher, are seminal. Much mor
Using the WWW to Build Learning Communities in K-12 Settings - Part II: The Next Generation of Web S
In Part II, we will lay out a plan for an educational Web server that goes beyond what is currently available, providing a truly vital and useful resource for classroom learning. Finally, we will describe current plans for the CoVis Geosciences Web Server, an educational Web resource designed according to the plans outlined in this article.,web document
A Discussion of Judah Schwartz's Chapter
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GRID Technologies => 'Education' = 'Distance Education'
This paper discusses the new possibilities that Grid technologies create in education, presents current learning paradigms and makes a prediction about the way in which Grid technologies may affect the future of education.
The case of the Hellenic Open University (HOU) is presented and the current educational technologies and tools used are illustrated. The paper also presents a scenario for the utilization of Grid technologies at HOU and discusses the challenges that such infrastructure create
A Grid Services Implementation for a Virtual Research Environment
In the past, virtual learning and research environments have typically been implemented as monolithic systems. Current research focuses on creating such environments from selected Grid and Web services.
In this paper we describe the Virtual Orthopaedic European University, which was created to support Higher Surgical Trainees to provide evidence for their learning contracts by carrying out experiments and publishing the results.
We use this environment as a case study for the re-implementation
Museology and the Problem of Interiority
Museum and culture studies traditionally approach social issues related to national museum narratives by critically analyzing the historical development and orderings of collections and their functions. Studies may investigate museums' representational practices in interpretations of the 'other,' for example, or the role of official and state narratives in history museums' constructions of national identity, or scientific paradigms in natural history museums' orderings and material culture. Ofte
Learning Objects 1: Theory, Praxis, Issues, and Trends
Learning Objects, Theory, Praxis, Issues, and Trends provides an in-depth look at how learning objects are changing teaching and learning today and how learning objects will play an important role in the development of 21st century education. Written by a set of educators and Information Scientists from across the globe, the book ties current theory to current practices and uses that perspective as a foundation to chart new directions in the theory and praxis of learning objects. While the book'
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
Literature Review in Science Education and the Role of ICT: Promise, Problems and Future Directions
Today, what "counts" as science and science teaching is in a state of flux. This, however, is not new - for 150 years there have been debates about the purpose, nature and role of science education in our society. Any designer of resources and tools for the teaching of science therefore needs to be able to understand these debates, and to be aware of the origins and reasons for the changes that are currently taking place.,A NESTA Futurelab Research report - report 6













