The diversity workshops were held with academic staff who supervise fourth year medical students' research and health p
Extracting the Far West in the Nineteenth Century 3 from the course American Environmental and Cultu
American Environmental and Cultural History - Fall 2006. This course presents a history of the American environment and the ways in which different cultural groups have perceived, used, managed, and conserved it from colonial times to the present. Cultures include American Indians and European and African Americans. Natural resources development includes gathering-hunting-fishing; farming, mining, ranching, forestry, and urbanization. ...
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
Creatures of Habit: A Computational System to Enhance and Illuminate the Development of Scientific T
Creatures of Habit is a computer-based microworld designed to engage middle-to-high school students in the process of scientific inquiry. The system depicts a universe of interacting programmable “creatures” whose individual behavior is guided by simple rules that may model naive psychology, physical laws, chemical affinities, and other domains. Students can create or revise creature rules and explore the resulting (and often surprising) emergent behaviors within “artificial ecosystems”;
Children's mental models of recursive logo programs
Children who had a year of Logo programming experience were asked to think-aloud about what brief Logo recursive programs will do, and then to predict with a hand-simulation of the programs what the Logo graphics turtle will draw when the program is executed. If discrepancies arose in this last phase, children were asked to explain them. A prevaient but misguided "looping" interpretation of Logo recursion was identified, and this robust mental model persisted even in the face of contradiction be
Integrating Human and Computer Intelligence
The thesis to be explored in this chapter is that advances in computer applications and artificial intelligence have important implications for the study of development and learning in psychology. I begin by reviewing current approaches to the use of computers as devices for solving problems. reasoning, and thinking. I then raise questions concerning the integration of computer-based intelligence with human intelligence to seme human development and the processes of education.
Supporting Conceptual Awareness with Pedagogical Agents
This paper describes a series of efforts in building and conceptualizing software agents
for distributed collaborative learning. The agents are referred to as pedagogical agents.
We have integrated pedagogical agents within two collaborative environments,
TeamWave Workplace and Future Learning Environment. The role of agents in these
environments differs from past work on software agents in their function as extended
awareness mechanisms, focusing on task and concept awareness (conceptual a
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
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
Movement and interaction in semantic GRIDs: dynamic service generation for Agents in the MIC* deploy
We present in this position paper the foundations of the MIC* model and deployment environment as they have emerged in the last years, relate them to current evolutions on semantic GRID dynamic service generation, as reflected by OGSA/I and, more recently, by WSRF, and propose an integrated view with the previously proposed STROBE model for communicating agents leading to a quite simple yet very promising architecture that may
include Human agents in the loop, uninspectable as most artificial ag
Reusability of eLearning Objects in the context of Learning Grids
This paper examines the requirements of eLearning Object Metadata, in order to appropriately support pedagogic and economic goals as well as service oriented architectures like the Grid.
The standard IEEE LOM is being tested against these requirements. In conclusion, it can be said that while current eLearning practices are well supported by the standard, the main insufficiencies concern a) the adequate description of ELOs that are services and not downloadable self-contained programs and b) th
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"
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