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THE OFFICIAL ANDREASCY
March 4, 2017 12:43 AM
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This article aims to contribute to a better understanding of the impact of the Internet on distributed creativity. While the so-cial mechanisms that are fundamental for creative expression are not radically different online, and while we want to avoid overly romanticizing the role of the Internet or falling prey to technological determinism, we argue that there are, neverthe-less, significant shifts that must be acknowledged and exam-ined. In order to achieve a more nuanced and analytical ac-count, we suggest a simple framework centred around five questions - who, when, where, how and why - that allow for a differentiated understanding of the range of changes in cre-ative expression in the Internet age.
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THE OFFICIAL ANDREASCY
March 4, 2017 12:34 AM
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The aims of this research were to: 1) design Connectivism learning environment in an augmented reality Science laboratory to enhance scientific literacy, and 2) evaluate and certify the suitability of Connectivism learning environment in an augmented reality Science laboratory to enhance scientific literacy.
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THE OFFICIAL ANDREASCY
March 4, 2017 12:28 AM
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The purpose of this study is to examine the effect of Digital Storytelling (DST) on the (a) academic achievement, (b) attitude towards physics and (c) self efficacy perception of secondary school students.
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THE OFFICIAL ANDREASCY
March 4, 2017 12:14 AM
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We developed an online laboratory for bioinspired robotics using a low-cost 6 degree-of-freedom robotic articulator with a neuro-inspired controller. Cerebellum-inspired neural network algorithm approximates forward and inverse kinematics for movement coordination.
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THE OFFICIAL ANDREASCY
October 28, 2016 9:06 AM
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This article presents the background to CrashEd and an overview of how a timely placed animation at the end of an educational experience can enhance learning. The lessons learned, from delivering bespoke versions of the experience to different demographic groups, are discussed. The article will consider the successes and challenges raised by the collaborative project, future developments and potential wider implications of the development of CrashEd.
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THE OFFICIAL ANDREASCY
October 28, 2016 9:02 AM
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With the widespread implementation of tablet computers in Higher Education (HE), this book will be of interest to academics from a variety of disciplines, and to learning technologists who are considering the use of iPads for teaching and learning or have an interest in mobile learning in general.
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THE OFFICIAL ANDREASCY
August 16, 2016 5:57 AM
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In this study, participation in Massive Open Online Course (MOOC) comment forums was evaluated using four different analytical approaches: the Digital Artefacts for Learning Engagement (DiAL-e) framework, Bloom’s Taxonomy, Structure of Observed Learning Outcomes (SOLO) and Community of Inquiry (CoI).
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THE OFFICIAL ANDREASCY
August 16, 2016 5:50 AM
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This study presents the personal ecosystem where all computational resources, communication facilities, storage and knowledge management systems are available in user proximity. An extensive review on recent literature has been conducted and a detailed taxonomy is presented.
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THE OFFICIAL ANDREASCY
August 16, 2016 5:37 AM
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The overall aims of this study are to explore 1) how beginning teachers integrate technology in their practice and 2) the connections between teachers’ technology uses and their pre-service education programs.
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THE OFFICIAL ANDREASCY
July 28, 2016 3:10 AM
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Zacher Pandya tackles the complicated issues surrounding the assessment of English learners’ literacy skill development in the multimodal classroom.
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Scooped by
THE OFFICIAL ANDREASCY
July 28, 2016 3:05 AM
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Diagnosing the causes of road accidents and the development of effective countermeasures to reduce accident rates is of key importance in road safety.
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THE OFFICIAL ANDREASCY
July 28, 2016 1:38 AM
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We report on student and staff perceptions of synchronous online teaching and learning sessions in mathematics and computing. The study is based on two surveys of students and tutors conducted 5 years apart, and focusses on the educational experience as well as societal and accessibility dimensions. Key conclusions are that both staff and students value online sessions, to supplement face-to-face sessions, mainly for their convenience, but interaction within the sessions is limited. Students find the recording of sessions particularly helpful in their studies.
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THE OFFICIAL ANDREASCY
July 3, 2016 9:36 AM
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This paper argues of the need for museums to respond to global trends by investigating the potential of multiliteracies theory and pedagogy to facilitate learning.
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THE OFFICIAL ANDREASCY
March 4, 2017 12:39 AM
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This paper introduces the concept of online ‘ Innovations-Labs ’ (i -Labs) as location-independent collaborative ideation spaces. We highlight the challenges and opportunities that disruptive innovations present to companies and society, and discuss how Science Fiction Prototyping and Diegetic Innova-tion Templating can provide a means to explore that space by acting as ideation process and a language for capturing and communicating innovations.
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THE OFFICIAL ANDREASCY
March 4, 2017 12:33 AM
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The primary goal of this paper is to operationalize the connectivism approach into a new learning model with additions from problem-based and contextual learning that can be effectively implemented together, to improve socioeconomically diverse learners' educational outcomes (attitude and persistence) in STEM (Science, Technology, Education and Mathematics) areas.
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THE OFFICIAL ANDREASCY
March 4, 2017 12:23 AM
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This paper presents an overview of how digital storytelling has and continues to be used to support teaching and learning activities. In addition, recommendations and guidelines are presented for educators who would like to teach students to use digital storytelling as an educational endeavor.
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THE OFFICIAL ANDREASCY
October 28, 2016 9:11 AM
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By Norm Friesen in E-Learning, Research Methods. In the rapidly-changing world of the Internet and the Web, theory and research frequently struggle to catch up to technological developments and to the social and economic forms evolving with them.
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THE OFFICIAL ANDREASCY
October 28, 2016 9:05 AM
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For each literacy, there is an explanation of what the literacy is, why it is important and how to gain it, with links to resources and training opportunities. After an initial pilot, the DLF website was launched in the summer of 2014. This paper discusses the strategic context and policy development of the DLF, its initial conception and subsequent development based on a pilot phase, feedback and evaluation. It critically analyses two of the ways that engagement with the DLF have been promoted: (1) formal professional development schemes and (2) the use of a ‘School-based’ approach. It examines the successes and challenges of the University of Brighton’s scheme and makes some suggestions for subsequent steps including taking a course-level approach.
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THE OFFICIAL ANDREASCY
August 16, 2016 6:05 AM
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First-principles calculations within density functional theory (DFT) have been performed to investigate the interactions of NO2 molecules with TiO2/Gold nanocomposites in order to completely exploit the adsorption properties of these nanostructures.
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THE OFFICIAL ANDREASCY
August 16, 2016 5:57 AM
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We present asimulation tool (SIMVIZ) that mounts a wide angle camera ona head-mounted display to create a see-through stereoscopicdisplay that simulates various types and levels of visual im-pairments.
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THE OFFICIAL ANDREASCY
August 16, 2016 5:42 AM
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The paper reviews the progress and problems of the substantial and unique programme of mobile learning across UK higher education since 2000 in relation to its stance on inclusion, where this is apparent.
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THE OFFICIAL ANDREASCY
July 28, 2016 3:32 AM
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Using examples from across formal and informal settings,this article illustrates the learning affordances of AR for museums that aim tocommunicate concepts related to human health. These topics often presentspatiotemporal challenges for learning, but can be made more accessible tolearners when contextualized within personally, socially, and culturally relevantcontexts.
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THE OFFICIAL ANDREASCY
July 28, 2016 3:07 AM
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The objective of this study is to investigate the systemic conditions that contribute or inhibit the development of different activities by teachers making use of new media. We compiled a list of well-known conditions for technology integration success and mapped these in the historical and culturally bound perspective of activity theory (cultural historical activity theory). We conducted a multiple case study analysis of four schools, public and private. The results point to unique and distinctive scenarios even when homogeneity would be expected, reinforcing the argument that material conditions do not determine pedagogical outcomes nor do they determine changes in practice. Beyond this, the study proposes a methodology that can help elicit tensions in technology integration, pointing to avenues for school development.
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THE OFFICIAL ANDREASCY
July 28, 2016 3:02 AM
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Au/n-GaAs (MS) type Schottky diodes (SDs) were fabricated with and without pure and Gr-doped PVA interlayer to evaluate the effects of Gr-doped PVA interlayer on the basic electrical parameters (i.e. saturation current (Io), ideality factor (n), barrier height (ФBo), series (Rs) and shunt resistances (Rsh) both under dark and illuminated conditions (50-200W), at room temperature.
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THE OFFICIAL ANDREASCY
July 28, 2016 1:36 AM
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We investigated how participants associated with each other and developed community in a Massive Open Online Course (MOOC) about Rhizomatic Learning (Rhizo14). We compared learner experiences in two social networking sites (SNSs), Facebook and Twitter. Our combination of thematic analysis of qualitative survey data with analysis of participant observation, activity data, archives and visualisation of SNS data enabled us to reach a deeper understanding of participant perspectives and explore SNS use.
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This article takes a step further into the limited research on creativity and in particular distributed creativity in the networked age. The authors introduce a particular conceptual framework to discuss the latter: a simple framework centred around five questions - who, when, where, how and why - that allow for a differentiated understanding of the range of changes in creative expression in the Internet age.
To test the feasibility of their framework, they use the example of crowdsourced art (participatory online art) as a creative practice that illustrates some of these key shifts.
Worth a read!