ERIC Educational Resources Information Center
Wolf, Mary Ann
2012-01-01
Preparing all students to succeed in today's increasingly global economy and complex world requires a shift from a teacher-centric culture to learner-centered instruction, according to a new report from the Alliance for Excellent Education. This report examines the characteristics of learner-centered instruction and the support that educators and…
ERIC Educational Resources Information Center
Pruden, Manning; Kerkhoff, Shea N.; Spires, Hiller A.; Lester, James
2017-01-01
The aim of this study was to explore how "Narrative Theatre," a narrative-centered digital learning environment, supported the writing processes of 3 struggling adolescent male writers. We utilized a multicase study approach to capture 3 sixth-grade participants' experiences with the digital learning environment before, during, and after…
ERIC Educational Resources Information Center
Tsai, Chia-Wen; Shen, Pei-Di; Lin, Rong-An
2015-01-01
This study investigated, via quasi-experiments, the effects of student-centered project-based learning with initiation (SPBL with Initiation) on the development of students' computing skills. In this study, 96 elementary school students were selected from four class sections taking a course titled "Digital Storytelling" and were assigned…
Learning Behaviors and Interaction Patterns among Students in Virtual Learning Worlds
ERIC Educational Resources Information Center
Lin, Chi-Syan; Ma, Jung Tsan; Chen, Yi-Lung; Kuo, Ming-Shiou
2010-01-01
The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is…
Q & A with Ed Tech Leaders: Interview with Joshua Kim
ERIC Educational Resources Information Center
Shaughnessy, Michael F.; Fulgham, Susan M.
2016-01-01
The authors present this interview with Joshua Kim, Director of Digital Learning Initiatives at the Dartmouth Center for the Advancement of Learning (DCAL). Dr. Kim leads Dartmouth College's efforts around online learning and digital innovation for teaching and learning. He is a well-known conference speaker and consultant in the area of…
Digital Communication Applications in the Online Learning Environment
ERIC Educational Resources Information Center
Lambeth, Krista Jill
2011-01-01
Scope and method of study. The purpose of this study was for the researcher to obtain a better understanding of the online learning environment, to explore the various ways online class instructors have incorporated digital communication applications to try and provide learner-centered online learning environments, and to examine students'…
Engaging Students Online with the Smithsonian: A Case Study
ERIC Educational Resources Information Center
Engelke, Lynn-Steven
2015-01-01
In 2012, the Smithsonian Center for Learning and Digital Access (SCLDA) launched Smithsonian Quests, an online program for student self-directed learning that is recognized and rewarded with digital badges. This article examines the rationale, development, implementation, and outcomes of the Smithsonian Quests program, lessons learned along the…
Leading Personalized and Digital Learning: A Framework for Implementing School Change
ERIC Educational Resources Information Center
Wolf, Mary Ann; Bobst, Elizabeth; Mangum, Nancy
2017-01-01
"Leading Personalized and Digital Learning" provides needed guidance for principals, aspiring principals, and other school leaders at a critical time when educators are looking to put the power of technology to work for student-centered learning. The authors identify eight leadership essentials that school leaders must attend to if they…
ERIC Educational Resources Information Center
Jame, Edwyn; Istance, David
This publication builds on the papers and discussions of the Fifth National Center on Adult Literacy (NCAL)/Organization for Economic Cooperation and Development (OECD) Roundtable. The volume presents an analysis of the "learning digital divide" in different countries--developed and developing--and the policies and innovations designed…
Building Confidence as Digital Learners with Digital Support across the Curriculum
ERIC Educational Resources Information Center
Smith, Samara; Chipley, Laura
2015-01-01
This article describes the implementation and outcomes of incorporating creative digital assignments that utilize emergent social technologies in six college courses across the curriculum during the Spring 2015 term. These projects were supported by a digital learning center providing a website of short video and text tutorials, assignment…
ERIC Educational Resources Information Center
Rupp, Andre A.; Levy, Roy; Dicerbo, Kristen E.; Sweet, Shauna J.; Crawford, Aaron V.; Calico, Tiago; Benson, Martin; Fay, Derek; Kunze, Katie L.; Mislevy, Robert J.; Behrens, John T.
2012-01-01
In this paper we describe the development and refinement of "evidence rules" and "measurement models" within the "evidence model" of the "evidence-centered design" (ECD) framework in the context of the "Packet Tracer" digital learning environment of the "Cisco Networking Academy." Using…
ERIC Educational Resources Information Center
Dede, Chris
2014-01-01
To compete in today's global, knowledge-based, innovation-centered economy, young people must go beyond a high school diploma and acquire not just academic knowledge, but interpersonal and interpersonal capacities. That is, they must engage in deeper learning. As schools shift away from traditional education models in favor or providing deeper…
ERIC Educational Resources Information Center
Rupp, André A.; Nugent, Rebecca; Nelson, Brian
2012-01-01
In recent years the educational community has increasingly embraced digital technologies for the purposes of developing alternative learning environments, providing diagnostic feedback, and fostering the development of so-called 21st-century skills. This special issue is dedicated to bridging recent work from the disciplines of educational and…
ERIC Educational Resources Information Center
Leary, Heather; Severance, Samuel; Penuel, William R.; Quigley, David; Sumner, Tamara; Devaul, Holly
2016-01-01
This paper examines the impacts of technology (e.g., Chromebooks, Google Drive) on teacher learning and student activity in the development and implementation of a deeply digital high school biology unit. Using design-based implementation research, teachers co-designed with researchers and curriculum specialists a student-centered unit aligned to…
Librarians Lead the Growth of Information Literacy and Global Digital Citizens
ERIC Educational Resources Information Center
Crockett, Lee Watanabe
2018-01-01
Librarians are leaders in growing global digital citizens. The libraries of the future are more than just housing centers for books and media. They are invigorating meeting places and communities where truly meaningful learning and discovery take place. As technology has transformed reading and learning, it has also transformed the vision of the…
An Evidence Centered Design for Learning and Assessment in the Digital World. CRESST Report 778
ERIC Educational Resources Information Center
Behrens, John T.; Mislevy, Robert J.; DiCerbo, Kristen E.; Levy, Roy
2010-01-01
The world in which learning and assessment must take place is rapidly changing. The digital revolution has created a vast space of interconnected information, communication, and interaction. Functioning effectively in this environment requires so-called 21st century skills such as technological fluency, complex problem solving, and the ability to…
ERIC Educational Resources Information Center
Strom, Paris; Strom, Robert; Wing, Charlotte; Beckert, Troy
2010-01-01
Many teenagers are more skilled in using tools of technology for learning than the adults who guide their education. The Center for a Digital Future at the University of Southern California administers annual surveys to track the impact of online technology. Jeffrey Cole, center director, reports that adolescents consider the Internet to be their…
ERIC Educational Resources Information Center
Gustafson, Brenda; Mahaffy, Peter; Martin, Brian
2011-01-01
This article reports a subset of findings from a larger study centered on designing a series of six digital learning objects to help Grade 5 (age 10-12) students begin to consider the nature of models (understood as the physical or mental representation of objects, phenomena, or processes), the particle nature of matter, and the behavior of…
ERIC Educational Resources Information Center
Mehl, Martin; Fose, Luanne
2016-01-01
Spanning the 2015-2016 academic year, Cal Poly Communications Studies Sr. Lecturer, Martin Mehl, and Lead Instructional Designer, Luanne Fose, from the Cal Poly Center for Teaching, Learning, and Technology, conducted a formal, institute-wide research pilot on whether or not video assessment can improve faculty feedback for student assignments.…
NASA Astrophysics Data System (ADS)
Lecusay, Robert A.
For several decades improvement of science education has been a major concern of policy makers concerned that the U.S. is a "nation at risk" owing to the dearth of students pursing careers in science. Recent policy proposals have argued that provision of broadband digital connectivity to organizations in the informal sector would increase the reach of the formal, academic sector to raise the overall level of science literacy in the country. This dissertation reports on a longitudinal study of a physics telementoring activity jointly run by a university-community collaborative at a community learning center. The activity implemented a digital infrastructure that exceeds the technical and social-institutional arrangements promoted by policy makers. In addition to broadband internet access (for tele-conferencing between students at the community center and physicists at a university), supplemented by digital software designed to promote physics education, the activity included the presence of a collaborating researcher/tutor at the community learning center to coordinate and document the instructional activities. The current research revealed a fundamental contradiction between the logic, goals, and practices of the physics instructors, and the corresponding logic, goals, and practices of the participants at the community learning center. This contradiction revolves around a contrast between the physicists' formal, logocentric ways of understanding expressed in the ability to explain the scientific rules underlying physical phenomena and the informal, pragmatic orientation of the youth and adults at the learning center. The observations in this dissertation should remind techno-enthusiasts, especially in the arena of public education policy, that there are no turnkey solutions in "distance" science education. Technically "connecting" people is not equivalent to creating conditions that expand opportunities to learn and a functioning socio-technical system that supports learning. Secondly, for designers and practitioners of informal learning in community-university collaborative settings, it is critically important to understand distance learning activities as developing "cross-cultural, " collaborative encounters, the results of which are more likely to be hybrids of different ways of learning and knowing than the conversion of informal learning into a tool for instruction that will allow youth to "think like physicists."
ERIC Educational Resources Information Center
AlFuqaha, Isam Najib
2013-01-01
This paper attempts to delineate the frameworks of learner-centered vis-à-vis teacher-centered processes of learning prevalent in the second decade of the twenty-first century. It defines the pedagogical changes that have emerged due to the development of delivery technologies, and the interrelations among teachers, students, and knowledge. The…
From Information Center to Discovery System: Next Step for Libraries?
ERIC Educational Resources Information Center
Marcum, James W.
2001-01-01
Proposes a discovery system model to guide technology integration in academic libraries that fuses organizational learning, systems learning, and knowledge creation techniques with constructivist learning practices to suggest possible future directions for digital libraries. Topics include accessing visual and continuous media; information…
ERIC Educational Resources Information Center
Noguerón-Liu, Silvia
2014-01-01
Drawing from transnational and activity theory frameworks, this study analyzes the ways translocal flows shape learning in a community technology center serving adult immigrants in the US Southwest. It also explores students' constructions of the transnational nature of the courses they took, where they had access to both online and face-to-face…
Online Digital Archives Technology That Supports Rich, Student-Centered Learning Experiences
ERIC Educational Resources Information Center
Hofer, Mark
2004-01-01
Today's students watch the newest movie trailers on the Web, share music files, play video games with other players over the Internet, and swap digital pictures of the latest teen idols. Donald Tapscott points out in his book Growing Up Digital that as this rich multimedia experience becomes more a part of students' lives outside of school, they…
Bridging Divides through Technology Use: Transnationalism and Digital Literacy Socialization
ERIC Educational Resources Information Center
Nogueron, Silvia Cecilia
2011-01-01
In this study, I investigate the digital literacy practices of adult immigrants, and their relationship with transnational processes and practices. Specifically, I focus on their conditions of access to information and communication technologies (ICTs) in their life trajectories, their conditions of learning in a community center, and their…
Online Music Collaboration Project: Digitally Mediated, Deterritorialized Music Education
ERIC Educational Resources Information Center
Cremata, Radio; Powell, Bryan
2017-01-01
This article investigates and interrogates notions of student-centered music learning through collaboration in digital spaces. By harnessing the power and potential of Internet networks, one music educator in Miami, FL challenged his students to an online music collaboration project (OMCP) where students were asked to engage in deterritorialized…
Interaction and learning: An analysis of two freshman physics courses
NASA Astrophysics Data System (ADS)
Clark, Dexter
2005-08-01
The influence of digital technology has gradually increased through the years to the point where it impacts almost every part of our experience in some way. Educators are expected increasingly to supplement or even replace lecture and chalkboard practices with alternative strategies. Beyond integrating new technologies into the learning environments are the new forms of learning that some believe are implied by the nature of digitally mediated instruction itself. The use of multimedia technologies for learning in many cases is thought to facilitate a move away from teacher-centered practices of instruction toward learner-centered strategies of both delivery and assessment. This study was an investigation of effects that may be encountered when alternative forms of classroom delivery are introduced. It was a mixed-mode investigation of classroom culture and student performance in two sections of a physics course for undergraduate engineering students. The content for these two classes was identical as were the learning resources available to students. Both classes employed multiple methods of presentation combining face-to-face methods with classroom and online digital learning tools. The most distinctive differences between them were found in the classroom practice itself. One class received what may be called a traditional teacher-centered presentation focusing on solving math problems in physics. The other employed dense student to instructor and student-to-student interaction in the classroom with a learning approach characterized by inquiry methods of content delivery. The investigation asked three questions. First it sought to identify what expectations students brought to the classroom about what they would experience and how they would be taught. Second it examined how the tools and practices used to facilitate learning actually affected the classroom culture. Finally the study explored what affect if any the pedagogical practices students experienced had on their measured performance outcomes. These students were strongly influenced by their teacher-centered background and were not expecting any new learning strategies. They found significantly different classroom cultures between the two classes and achieved performance results that clearly were affected by the delivery techniques they experienced.
Transforming K-12 Rural Education through Blended Learning: Teacher Perspectives
ERIC Educational Resources Information Center
Kellerer, Paula; Kellerer, Eric; Werth, Eric; Werth, Lori; Montgomery, Danielle; Clyde, Rozella; Cozart, Joe; Creach, Laura; Hibbard, Laura; LaFrance, Jason; Rupp, Nadine; Walker, Niki; Carter, Theresa; Kennedy, Kathryn
2014-01-01
A qualitative study exploring rural teacher perspectives on the impact of blended learning on students and teachers was conducted in Idaho during the Fall of 2013. Researchers from Northwest Nazarene University's DOCEO Center in partnership with Idaho Digital Learning Academy (IDLA) and the International Association for K-12 Online Learning…
ERIC Educational Resources Information Center
Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir
2017-01-01
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
The next level of distributed learning: the introduction of the personal digital assistant.
McKenney, Robert R
2004-01-01
Handheld technology has grown in both popularity and capabilities. Studies continue to be done on their impact in numerous fields. At The Ohio State University Medical Center, a handheld program was started in 2001, initially involving third- and fourth-year medical students and residents. The presence of these digital devices presented the opportunity to examine their use in taking traditional materials and delivering them in a personal digital assistant-friendly format. The objective was to offer these materials within an "anytime anywhere" set-up, thereby positively affecting the learning experience while also laying the foundation for other such uses.
Online Learning Policy and Practice Survey: A Survey of the States
ERIC Educational Resources Information Center
Center for Digital Education, 2008
2008-01-01
In 2008, the Center for Digital Education (CDE) conducted a review of state policy and programs to determine the status of online learning policy and practice across the United States. CDE interviewed state education officials across the nation to evaluate the overall landscape of online learning. The rankings reflect the vision, policies,…
Transforming Future Teaching through "Carpe Diem" Learning Design
ERIC Educational Resources Information Center
Salmon, Gilly; Wright, Phemie
2014-01-01
Academic staff in Higher Education (HE) need to transform their teaching practices to support more future-orientated, digital, student-centered learning. Promoting, enabling and implementing these changes urgently requires acceptable, meaningful and effective staff development for academics. We identify four key areas that are presenting as…
Inquiry and Digital Learning Centers
ERIC Educational Resources Information Center
Pappas, Marjorie L.
2005-01-01
"Inquiry is an investigative process that engages students in answering questions, solving real world problems, confronting issues, or exploring personal interests" (Pappas and Tepe 2002, 27). Students who engage in inquiry learning need tools and resources that enable them to independently gather and use information. Scaffolding is important for…
Effective Learner-Centered Approach for Teaching an Introductory Digital Systems Course
ERIC Educational Resources Information Center
Debiec, Piotr
2018-01-01
In the Internet era, students have increasingly lost interest in traditional lectures; as a consequence, their learning motivation and exam performance have decreased. The widespread adoption of learner-centered teaching methods that address this issue faces certain barriers, including: 1) the significant faculty effort necessary to prepare…
NASA Astrophysics Data System (ADS)
Kholis, Nur; Syariffuddien Zuhrie, Muhamad; Rahmadian, Reza
2018-04-01
Demands the competence (competence) needs of the industry today is a competent workforce to the field of work. However, during this lecture material Digital Engineering (Especially Digital Electronics Basics and Digital Circuit Basics) is limited to the delivery of verbal form of lectures (classical method) is dominated by the Lecturer (Teacher Centered). Though the subject of Digital Engineering requires learning tools and is required understanding of electronic circuits, digital electronics and high logic circuits so that learners can apply in the world of work. One effort to make it happen is by creating an online teaching module and educational aids (Kit) with the help of Proteus software that can improve the skills of learners. This study aims to innovate online teaching modules plus kits in Proteus-assisted digital engineering courses through hybrid learning approaches to improve the skills of learners. The process of innovation is done by considering the skills and mastery of the technology of students (students) Department of Electrical Engineering - Faculty of Engineering – Universitas Negeri Surabaya to produce quality graduates Use of online module plus Proteus software assisted kit through hybrid learning approach. In general, aims to obtain adequate results with affordable cost of investment, user friendly, attractive and interactive (easily adapted to the development of Information and Communication Technology). With the right design, implementation and operation, both in the form of software both in the form of Online Teaching Module, offline teaching module, Kit (Educational Viewer), and e-learning learning content (both online and off line), the use of the three tools of the expenditure will be able to adjust the standard needs of Information and Communication Technology world, both nationally and internationally.
Designing a Programmatic Digital Learning Environment: Lessons from Prototyping
ERIC Educational Resources Information Center
Gal, Diane; Lewis, Mark
2018-01-01
Promoted as a way to enhance learning and improve efficiencies, the steady rise of technology adoption across higher education has created both new opportunities and new challenges. Borrowing principles of design thinking and related user- or learner-centered design practices, this descriptive case study offers an example of how institutions of…
Big Ideas at the Center for Innovation in Education at Thomas College
ERIC Educational Resources Information Center
Prawat, Ted
2016-01-01
Schools and teachers are looking for innovative ways to teach the "big ideas" emerging in the core curricula, especially in STEAM fields (science technology, engineering, arts and math). As a result, learning environments that support digital learning and educational technology on various platforms and devices are taking on…
Ethical implications of digital images for teaching and learning purposes: an integrative review.
Kornhaber, Rachel; Betihavas, Vasiliki; Baber, Rodney J
2015-01-01
Digital photography has simplified the process of capturing and utilizing medical images. The process of taking high-quality digital photographs has been recognized as efficient, timely, and cost-effective. In particular, the evolution of smartphone and comparable technologies has become a vital component in teaching and learning of health care professionals. However, ethical standards in relation to digital photography for teaching and learning have not always been of the highest standard. The inappropriate utilization of digital images within the health care setting has the capacity to compromise patient confidentiality and increase the risk of litigation. Therefore, the aim of this review was to investigate the literature concerning the ethical implications for health professionals utilizing digital photography for teaching and learning. A literature search was conducted utilizing five electronic databases, PubMed, Embase (Excerpta Medica Database), Cumulative Index to Nursing and Allied Health Literature, Educational Resources Information Center, and Scopus, limited to English language. Studies that endeavored to evaluate the ethical implications of digital photography for teaching and learning purposes in the health care setting were included. The search strategy identified 514 papers of which nine were retrieved for full review. Four papers were excluded based on the inclusion criteria, leaving five papers for final analysis. Three key themes were developed: knowledge deficit, consent and beyond, and standards driving scope of practice. The assimilation of evidence in this review suggests that there is value for health professionals utilizing digital photography for teaching purposes in health education. However, there is limited understanding of the process of obtaining and storage and use of such mediums for teaching purposes. Disparity was also highlighted related to policy and guideline identification and development in clinical practice. Therefore, the implementation of policy to guide practice requires further research.
Learning by Peers: An Alternative Learning Model for Digital Inclusion of Elderly People
NASA Astrophysics Data System (ADS)
de Sales, Márcia Barros; Silveira, Ricardo Azambuja; de Sales, André Barros; de Cássia Guarezi, Rita
This paper presents a model of digital inclusion for the elderly people, using learning by peers methodology. The model’s goal was valuing and promoting the potential capabilities of the elderly people by promoting some of them to instruct other elderly people to deal with computers and to use several software tools and internet services. The project involved 66 volunteering elderly people. However, 19 of them acted effectively as multipliers and the others as students. The process was observed through the empirical technique of interaction workshops. This technique was chosen for demanding direct participation of the people involved in real interaction. We worked with peer learning to facilitate the communication between elderly-learners and elderly-multipliers, due to the similarity in language, rhythm and life history, and because they felt more secure to develop the activities with people in their age group. This multiplying model can be used in centers, organizations and other entities that work with elderly people for their digital inclusion.
ERIC Educational Resources Information Center
Woloshyn, Vera Ella; Bajovic, Mira; Worden, Melissa Maney
2017-01-01
In this qualitative case study, we provide a series of vignettes illustrating a Grade 1 teacher's experiences integrating iPad technology into her instruction over a school year. We use the digital didactic model to deconstruct these vignettes and draw upon the teacher's reflections to gain further insights about her instructional experiences…
Technopotters and Webs of Clay: Digital Possibilities for Teaching Ceramics
ERIC Educational Resources Information Center
Weida, Courtney Lee
2007-01-01
In this article, the author examines ways in which the Internet is changing the way ceramicists teach, learn, and work. She addresses the curricular issue of how Web resources may supplement ceramic art history and extend student-centered learning. The author also explores the nature of the interplay between computer technology and clay. (Contains…
Logging On: Using Online Learning to Support the Academic Nomad
ERIC Educational Resources Information Center
Gargano, Terra; Throop, Julia
2017-01-01
The Internet is cited for bringing about the most rapid and significant social change within societies worldwide. Higher education does not lie at the fringe of this discussion, but is rather at the center of it. Online learning is no longer considered a mere supplement to education but digital tools now routinely embed themselves in higher…
Digital Didactical Designs: Teachers' Integration of iPads for Learning-Centered Processes
ERIC Educational Resources Information Center
Jahnke, Isa; Kumar, Swapna
2014-01-01
This research presents five examples of how teachers integrated iPads into their classrooms, as part of a larger study of 15 Danish classrooms. Classroom observations and interviews with teachers revealed the use of multiple apps and a focus on creativity, production, and collaboration in the learning process. We discuss the results in the context…
CILT2000: Ubiquitous Computing--Spanning the Digital Divide.
ERIC Educational Resources Information Center
Tinker, Robert; Vahey, Philip
2002-01-01
Discusses the role of ubiquitous and handheld computers in education. Summarizes the contributions of the Center for Innovative Learning Technologies (CILT) and describes the ubiquitous computing sessions at the CILT2000 Conference. (Author/YDS)
Teachers Are the Center of Education: Writing, Learning and Leading in the Digital Age
ERIC Educational Resources Information Center
National Writing Project (NJ1), 2010
2010-01-01
This series of reports, "Teachers Are the Center of Education," was developed to highlight the importance of teachers and the quality of their work. This specific report, a partnership among the College Board, the National Writing Project and Phi Delta Kappa International, shines the spotlight on one aspect of teacher work: the…
[Medicine in the digital age : Telemedicine in medical school education].
Kuhn, S; Jungmann, F
2018-03-01
The increasing digitization of our lives and work has also reached medicine and is changing the profession of medical doctors. The modern forms of communication and cooperation in everyday medical practice demand new skills and qualifications. To enable future doctors to comply with this digitally competent profile, an innovative blended learning curriculum was developed and first implemented at the University Medical Center Mainz in summer semester 2017-Medicine in the Digital Age. The teaching concept encompasses five modules, each consisting of an e‑learning unit and a 3-hour classroom course. This publication presents the teaching concept, the initial implementation and evaluation of the module "Telemedicine". The competency development in the field of telemedicine showed a significant increase for the subcomponents "knowledge" and "skills". The neutral attitude towards telemedicine at the beginning of the module could be changed to a positive opinion after the session. The teaching of digital skills is a relevant component of future curriculum development in medical studies and also a challenge for continuing medical education.
NASA Technical Reports Server (NTRS)
Gradl, Paul
2016-01-01
NASA Marshall Space Flight Center (MSFC) has been advancing dynamic optical measurement systems, primarily Digital Image Correlation, for extreme environment rocket engine test applications. The Digital Image Correlation (DIC) technology is used to track local and full field deformations, displacement vectors and local and global strain measurements. This technology has been evaluated at MSFC through lab testing to full scale hotfire engine testing of the J-2X Upper Stage engine at Stennis Space Center. It has been shown to provide reliable measurement data and has replaced many traditional measurement techniques for NASA applications. NASA and AMRDEC have recently signed agreements for NASA to train and transition the technology to applications for missile and helicopter testing. This presentation will provide an overview and progression of the technology, various testing applications at NASA MSFC, overview of Army-NASA test collaborations and application lessons learned about Digital Image Correlation.
Utilization of Educationally Oriented Microcomputer Based Laboratories
ERIC Educational Resources Information Center
Fitzpatrick, Michael J.; Howard, James A.
1977-01-01
Describes one approach to supplying engineering and computer science educators with an economical portable digital systems laboratory centered around microprocessors. Expansion of the microcomputer based laboratory concept to include Learning Resource Aided Instruction (LRAI) systems is explored. (Author)
Role of the Public Library in the 21st Century.
ERIC Educational Resources Information Center
Yu, Linna
2000-01-01
The role of the public library has changed with the advent of the Internet and digital technology. In addition to its traditional role as a storehouse of information, the role of the public library now encompasses a range of duties such as a resource learning center, a community center, and a business liaison. The opportunities for service have…
2001-05-02
Students from DuPont Manual High School in Louisville, Kentucky participated in a video-teleconference during the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. This image is from a digital still camera; higher resolution is not available.
Individual Differences in Planning-Related Activities for Simple Digital Circuit Design
1994-01-01
Learning Technology Center Vanderbilt University 94-1 Box 45, Peabody Nashville, TN 37203 g. SPONSORING/ MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10...they learned in class, rather than first constructing a deeper understanding of what role each component played in the problem-solving process. One of...Pezdek, & W. P. Banks (Eds.), Application of cognitive psychology: Problen, suiving, education and computing (pp. 123-137). Hillsdale, NJ: Erlbaum. Chase
2001-05-02
Sutta Chernubhotta (grade 10) from DuPont Manual High School in Louisville, Kentucky, asks a question of on of the on-line lecturers during the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. This image is from a digital still camera; higher resolution is not available.
Team-Teaching a Digital Senior Capstone Project in CTE
ERIC Educational Resources Information Center
Ryan, Melanie D.; Tews, Nichole M.; Washer, Barton A.
2012-01-01
Secondary career and technical education (CTE) students are faced with the unique challenge of learning not only specific content-related knowledge and skills, but also postsecondary preparation, 21st century technology, employability and self-marketing skills. At Cass Career Center in Harrisonville, Missouri, a senior capstone project was…
Digital Learning Compass: Distance Education State Almanac 2017. Delaware
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Delaware. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Kansas
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Kansas. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Minnesota
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Minnesota. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Utah
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Utah. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Connecticut
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Connecticut. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Wyoming
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Wyoming. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Montana
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Montana. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Iowa
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Iowa. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Alabama
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Alabama. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Nevada
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Nevada. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Mississippi
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Mississippi. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Kentucky
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Kentucky. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Ohio
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Ohio. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Oklahoma
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Oklahoma. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Texas
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Texas. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Vermont
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Vermont. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Colorado
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Colorado. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Arizona
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Arizona . The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Missouri
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Missouri. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Idaho
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Idaho. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Massachusetts
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Massachusetts. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Tennessee
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Tennessee. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Virginia
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Virginia. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Indiana
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Indiana. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Alaska
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Alaska. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Louisiana
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Louisiana. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Nebraska
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Nebraska. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Maine
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Maine. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Wisconsin
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Wisconsin. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Michigan
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Michigan. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Arkansas
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Arkansas . The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Illinois
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Illinois. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Florida
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Florida. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Maryland
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Maryland. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Oregon
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Oregon. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Washington
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Washington. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Hawaii
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Hawaii. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. California
ERIC Educational Resources Information Center
Seaman, Julia A.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of California. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Georgia
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Georgia. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Pennsylvania
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Pennsylvania. The sample for this analysis is comprised of all active, degree-granting…
Wysham, Nicholas G; Abernethy, Amy P; Cox, Christopher E
2014-10-01
Prediction models in critical illness are generally limited to short-term mortality and uncommonly include patient-centered outcomes. Current outcome prediction tools are also insensitive to individual context or evolution in healthcare practice, potentially limiting their value over time. Improved prognostication of patient-centered outcomes in critical illness could enhance decision-making quality in the ICU. Patient-reported outcomes have emerged as precise methodological measures of patient-centered variables and have been successfully employed using diverse platforms and technologies, enhancing the value of research in critical illness survivorship and in direct patient care. The learning health system is an emerging ideal characterized by integration of multiple data sources into a smart and interconnected health information technology infrastructure with the goal of rapidly optimizing patient care. We propose a vision of a smart, interconnected learning health system with integrated electronic patient-reported outcomes to optimize patient-centered care, including critical care outcome prediction. A learning health system infrastructure integrating electronic patient-reported outcomes may aid in the management of critical illness-associated conditions and yield tools to improve prognostication of patient-centered outcomes in critical illness.
ERIC Educational Resources Information Center
Alliance for Excellent Education, 2014
2014-01-01
Accomplishing personalized, deeper learning through anywhere, anytime digital learning requires a redesign of the K-12 education system. This report looks at readiness for digital learning at two levels in West Virginia: the district capacity building to ready the system for digital learning and school implementation of digital learning. The…
The Transition to Diverse Online Teaching and Student Learning in Higher Education
ERIC Educational Resources Information Center
Miller, Melissa L.
2015-01-01
This paper addresses the concern of educating diverse university students in an increasingly digital environment. Specifically, educators question the quality of student online research skills and how to address gaps in research skills in both the virtual and physical classroom. A 2012 survey conducted by the Pew Research Center in collaboration…
Digital Learning Compass: Distance Education State Almanac 2017. North Dakota
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of North Dakota. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. West Virginia
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of West Virginia. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. South Dakota
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of South Dakota. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. North Carolina
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of North Carolina. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. Rhode Island
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of Rhode Island. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. New Hampshire
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of New Hampshire. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. New Jersey
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of New Jersey. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. New Mexico
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of New Mexico. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. New York
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of New York. The sample for this analysis is comprised of all active, degree-granting…
Digital Learning Compass: Distance Education State Almanac 2017. South Carolina
ERIC Educational Resources Information Center
Seaman, Julia E.; Seaman, Jeff
2017-01-01
This brief report uses data collected under the U.S. Department of Education's National Center for Educational Statistics (NCES) Integrated Postsecondary Education Data System (IPEDS) Fall Enrollment survey to highlight distance education data in the state of South Carolina. The sample for this analysis is comprised of all active, degree-granting…
Collaborative Information Technology Center (CITC) for Rural Areas.
ERIC Educational Resources Information Center
Fontenot, Dean; Driskill, David A.
The digital divide remains a formidable issue in rural areas where the only broadband access to the Internet may be at public schools or city governments. As the only locations in rural areas with adequate technological resources, schools, libraries, health facilities, and agricultural extension facilities can be places where citizens learn about…
Online Metacognitive Tasks for EFL Distance Learners
ERIC Educational Resources Information Center
Garcia-Sanchez, Soraya
2016-01-01
Online courses have benefited from the adequate use of digital resources that allow learners to be the center of their own learning process. More often online instructors not only aim at what students have to individually do but learners are also engaged in interacting with the educational community by means of a variety of metacognitive…
Devalla, Sripad Krishna; Chin, Khai Sing; Mari, Jean-Martial; Tun, Tin A; Strouthidis, Nicholas G; Aung, Tin; Thiéry, Alexandre H; Girard, Michaël J A
2018-01-01
To develop a deep learning approach to digitally stain optical coherence tomography (OCT) images of the optic nerve head (ONH). A horizontal B-scan was acquired through the center of the ONH using OCT (Spectralis) for one eye of each of 100 subjects (40 healthy and 60 glaucoma). All images were enhanced using adaptive compensation. A custom deep learning network was then designed and trained with the compensated images to digitally stain (i.e., highlight) six tissue layers of the ONH. The accuracy of our algorithm was assessed (against manual segmentations) using the dice coefficient, sensitivity, specificity, intersection over union (IU), and accuracy. We studied the effect of compensation, number of training images, and performance comparison between glaucoma and healthy subjects. For images it had not yet assessed, our algorithm was able to digitally stain the retinal nerve fiber layer + prelamina, the RPE, all other retinal layers, the choroid, and the peripapillary sclera and lamina cribrosa. For all tissues, the dice coefficient, sensitivity, specificity, IU, and accuracy (mean) were 0.84 ± 0.03, 0.92 ± 0.03, 0.99 ± 0.00, 0.89 ± 0.03, and 0.94 ± 0.02, respectively. Our algorithm performed significantly better when compensated images were used for training (P < 0.001). Besides offering a good reliability, digital staining also performed well on OCT images of both glaucoma and healthy individuals. Our deep learning algorithm can simultaneously stain the neural and connective tissues of the ONH, offering a framework to automatically measure multiple key structural parameters of the ONH that may be critical to improve glaucoma management.
The art and science of data curation: Lessons learned from constructing a virtual collection
NASA Astrophysics Data System (ADS)
Bugbee, Kaylin; Ramachandran, Rahul; Maskey, Manil; Gatlin, Patrick
2018-03-01
A digital, or virtual, collection is a value added service developed by libraries that curates information and resources around a topic, theme or organization. Adoption of the virtual collection concept as an Earth science data service improves the discoverability, accessibility and usability of data both within individual data centers but also across data centers and disciplines. In this paper, we introduce a methodology for systematically and rigorously curating Earth science data and information into a cohesive virtual collection. This methodology builds on the geocuration model of searching, selecting and synthesizing Earth science data, metadata and other information into a single and useful collection. We present our experiences curating a virtual collection for one of NASA's twelve Distributed Active Archive Centers (DAACs), the Global Hydrology Resource Center (GHRC), and describe lessons learned as a result of this curation effort. We also provide recommendations and best practices for data centers and data providers who wish to curate virtual collections for the Earth sciences.
Sensorimotor memory of object weight distribution during multidigit grasp.
Albert, Frederic; Santello, Marco; Gordon, Andrew M
2009-10-09
We studied the ability to transfer three-digit force sharing patterns learned through consecutive lifts of an object with an asymmetric center of mass (CM). After several object lifts, we asked subjects to rotate and translate the object to the contralateral hand and perform one additional lift. This task was performed under two weight conditions (550 and 950 g) to determine the extent to which subjects would be able to transfer weight and CM information. Learning transfer was quantified by measuring the extent to which force sharing patterns and peak object roll on the first post-translation trial resembled those measured on the pre-translation trial with the same CM. We found that the overall gain of fingertip forces was transferred following object rotation, but that the scaling of individual digit forces was specific to the learned digit-object configuration, and thus was not transferred following rotation. As a result, on the first post-translation trial there was a significantly larger object roll following object lift-off than on the pre-translation trial. This suggests that sensorimotor memories for weight, requiring scaling of fingertip force gain, may differ from memories for mass distribution.
2001-05-02
Students from DuPont Manual High School in Louisville, Kentucky participated in a video-teleconference during the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. Education coordinator Twila Schneider (left) of Infinity Technology and NASA materials engineer Chris Cochrane prepare students for the on-line workshop. This image is from a digital still camera; higher resolution is not available.
2001-05-02
Suzarne Nichols (12th grade) from DuPont Manual High School in Louisville, Kentucky, asks a question of on of the on-line lecturers during the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. Jie Ma (grade 10, at right) waits her turn to ask a question. This image is from a digital still camera; higher resolution is not available.
Concept Development of the Eindhoven Diabetes Education Simulator Project.
Maas, Anne H; van der Molen, Pieta; van de Vijver, Reinier; Chen, Wei; van Pul, Carola; Cottaar, Eduardus J E; van Riel, Natal A W; Hilbers, Peter A J; Haak, Harm R
2016-04-01
This study was designed to define the concept of an educational diabetes game following a user-centered design approach. The concept development of the Eindhoven Diabetes Education Simulator (E-DES) project can be divided in two phases: concept generation and concept evaluation. Four concepts were designed by the multidisciplinary development team based on the outcomes of user interviews. Four other concepts resulted from the Diabetes Game Jam. Several users and experts evaluated the concepts. These user evaluations and a feasibility analysis served as input for an overall evaluation and discussion by the development team resulting in the final concept choice. The four concepts of the development team are a digital board game, a quiz platform, a lifestyle simulator, and a puzzle game. The Diabetes Game Jam resulted in another digital board game, two mobile swipe games, and a fairy tale-themed adventure game. The combined user evaluations and feasibility analysis ranked the quiz platform and the digital board game equally high. Each of these games fits one specific subgroup of users best: the quiz platform best fits an eager-to-learn, more individualistic patient, whereas the board game best fits a less-eager-to-learn, family-oriented patient. The choice for a specific concept is therefore highly dependent on the choice of our specific target audience. The user-centered design approach with multiple evaluations has enabled us to choose the most promising concept from eight different options. A digital board game is chosen for further development because the target audience for E-DES is the less-motivated, family-oriented patients.
A Global Model for Effective Use and Evaluation of e-Learning in Health
Farrington, Conor; Brayne, Carol
2013-01-01
Abstract Healthcare systems worldwide face a wide range of challenges, including demographic change, rising drug and medical technology costs, and persistent and widening health inequalities both within and between countries. Simultaneously, issues such as professional silos, static medical curricula, and perceptions of “information overload” have made it difficult for medical training and continued professional development (CPD) to adapt to the changing needs of healthcare professionals in increasingly patient-centered, collaborative, and/or remote delivery contexts. In response to these challenges, increasing numbers of medical education and CPD programs have adopted e-learning approaches, which have been shown to provide flexible, low-cost, user-centered, and easily updated learning. The effectiveness of e-learning varies from context to context, however, and has also been shown to make considerable demands on users' motivation and “digital literacy” and on providing institutions. Consequently, there is a need to evaluate the effectiveness of e-learning in healthcare as part of ongoing quality improvement efforts. This article outlines the key issues for developing successful models for analyzing e-health learning. PMID:23472702
A global model for effective use and evaluation of e-learning in health.
Ruggeri, Kai; Farrington, Conor; Brayne, Carol
2013-04-01
Healthcare systems worldwide face a wide range of challenges, including demographic change, rising drug and medical technology costs, and persistent and widening health inequalities both within and between countries. Simultaneously, issues such as professional silos, static medical curricula, and perceptions of "information overload" have made it difficult for medical training and continued professional development (CPD) to adapt to the changing needs of healthcare professionals in increasingly patient-centered, collaborative, and/or remote delivery contexts. In response to these challenges, increasing numbers of medical education and CPD programs have adopted e-learning approaches, which have been shown to provide flexible, low-cost, user-centered, and easily updated learning. The effectiveness of e-learning varies from context to context, however, and has also been shown to make considerable demands on users' motivation and "digital literacy" and on providing institutions. Consequently, there is a need to evaluate the effectiveness of e-learning in healthcare as part of ongoing quality improvement efforts. This article outlines the key issues for developing successful models for analyzing e-health learning.
NASA Astrophysics Data System (ADS)
Anbar, Ariel; Center for Education Through eXploration
2018-01-01
Advances in scientific visualization and public access to data have transformed science outreach and communication, but have yet to realize their potential impacts in the realm of education. Computer-based learning is a clear bridge between visualization and education that benefits students through adaptative personalization and enhanced access. Building this bridge requires close partnerships among scientists, technologists, and educators.The Infiniscope project fosters such partnerships to produce exploration-driven online learning experiences that teach basic science concepts using a combination of authentic space science narratives, data, and images, and a personalized guided inquiry approach. Infiniscope includes a web portal to host these digital learning experiences, as well as a teaching network of educators using and modifying these experiences. Infiniscope experiences are built around a new theory of digital learning design that we call “education through exploration” (ETX) developed during the creation of successful online, interactive science courses offered at ASU and other institutions. ETX builds on the research-based practices of active learning and guided inquiry to provide a set of design principles that aim to develop higher order thinking skills in addition to understanding of content. It is employed in these experiences by asking students to solve problems and actively discover relationships, supported by an intelligent tutoring system which provides immediate, personalized feedback and scaffolds scientific thinking and methods. The project is led by ASU’s School of Earth and Space Exploration working with learning designers in the Center for Education Through eXploration, with support from NASA’s Science Mission Directorate as part of the NASA Exploration Connection program.We will present an overview of ETX design, the Infinscope project, and emerging evidence of effectiveness.
Capture the Human Side of Learning: Data Makeover Puts Students Front and Center
ERIC Educational Resources Information Center
Sharratt, Lyn; Fullan, Michael
2013-01-01
Education is overloaded with programs and data. The growth of digital power has aided and abetted the spread of accountability-driven data--Adequate Yearly Progress, test results for every child in every grade, Common Core standards, formative and summative assessments. Technology accelerates the onslaught of data. All this information goes for…
NASA Astrophysics Data System (ADS)
Ortiz-Correa, Z. M.; Lautenbach, J.; Franco-Diaz, E.; Raizada, S.; Ghosh, T.; Rivera-Valentín, E.; Ortiz, A.
2017-12-01
This project was developed to encourage secondary students to pursue STEM related careers through exposure to the interdisciplinary nature of the Arecibo Observatory (AO) in Puerto Rico. The idea for this project was initiated due to the NSF-funded Research Experience for Teachers (RET) Summer Program. The AO RET summer program allows teaching faculty from public schools to collaborate with scientist on their ongoing research or instrument development projects at the AO for five weeks. Subsequently, the research is disseminated among secondary students through several workshops and hands-on activities. Through the workshops and hands-on activities underrepresented secondary students will learn about the research conducted at the AO to study Earth's upper atmosphere, asteroids and other Solar System bodies, as well as stars and galaxies beyond. Afterwards, students will develop virtual worlds simulating the different AO facilities (Lidar Laboratory, Radio Telescope, Planetary Radar System, HF Facility, Visitor Center, among others) and showing their functions using digital game-based learning.
Teaching and Learning in the Digital Age
ERIC Educational Resources Information Center
Starkey, Louise
2012-01-01
"Teaching and Learning in the Digital Age" is for all those interested in considering the impact of emerging digital technologies on teaching and learning. It explores the concept of a digital age and perspectives of knowledge, pedagogy and practice within a digital context. By examining teaching with digital technologies through new learning…
Digital Literacy: A Prerequisite for Effective Learning in a Blended Learning Environment?
ERIC Educational Resources Information Center
Tang, Chun Meng; Chaw, Lee Yen
2016-01-01
Blended learning has propelled into mainstream education in recent years with the help of digital technology. Commonly available digital devices and the Internet have made access to learning resources such as learning management systems, online libraries, digital media, etc. convenient and flexible for both lecturers and students. Beyond the…
[Digital learning and teaching in medical education : Already there or still at the beginning?
Kuhn, Sebastian; Frankenhauser, Susanne; Tolks, Daniel
2018-02-01
The current choice of digital teaching and learning formats in medicine is very heterogeneous. In addition to the widely used classical static formats, social communication tools, audio/video-based media, interactive formats, and electronic testing systems enrich the learning environment.For medical students, the private use of digital media is not necessarily linked to their meaningful use in the study. Many gain their experience of digital learning in the sense of "assessment drives learning", especially by taking online exams in a passive, consuming role. About half of all medical students can be referred to as "e-examinees" whose handling of digital learning is primarily focused on online exam preparation. Essentially, they do not actively influence their digital environment. Only a quarter can be identified as a "digital all-rounder", who compiles their individual learning portfolio from the broad range of digital media.At present, the use of digital media is not yet an integral and comprehensive component of the teaching framework of medical studies in Germany, but is rather used in the sense of a punctual teaching enrichment. Current trends in digital teaching and learning offerings are mobile, interactive, and personalized platforms as well as increasing the relevance of learning platforms. Furthermore, didactical concepts targeting the changed learning habits of the students are more successful regarding the acceptance and learning outcomes. In addition, digitalization is currently gaining importance as a component in the medical school curricula.
Divine Design: How to Create the 21st-Century School Library of Your Dreams
ERIC Educational Resources Information Center
Sullivan, Margaret
2011-01-01
Things are changing. For starters, ebooks, apps, and the web are now a part of students' daily lives. So how do school librarians determine the best way to turn their library space into a learning center that is right for today's rapidly changing digital world? In this article, the author suggests five design considerations that school librarians…
Effectiveness of Cooperative Learning Fostered by Working with WebQuest
ERIC Educational Resources Information Center
Lara, Sonia; Reparaz, Charo
2007-01-01
This research is part of a broader project being carried out by Erain School (San Sebastian) since February-March, 2004. The project is centered on the educational use of digital video. It has been catalogued as an R&D&I Project by the Diputacion (provincial council) of Guipuzcoa and the Basque government who collaborated in financing it,…
ERIC Educational Resources Information Center
Creel-Erickson, Gwen Rene
2013-01-01
Currently the United States is home to a large and increasing immigrant population. Many of these immigrant students use community-based programs for their educational needs. Despite the large number of immigrant students who currently use alternate resources, such as churches and community centers, for education, adult language learners in…
2001-05-02
Suzarne Nichols (12th grade) from DuPont Manual High School in Louisville, Kentucky, asks a question of on of the on-line lecturers during the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. NASA materials engineer Chris Cochrane prepare students for the on-line workshop helps two students prepare a drop demonstration. This image is from a digital still camera; higher resolution is not available.
ERIC Educational Resources Information Center
Spector, J. Michael; Ifenthaler, Dirk; Sampson, Demetrios G.
2016-01-01
Digital systems and digital technologies are globally investigated for their potential to transform learning, teaching and assessment towards offering unique learning experiences to the twenty-first century learners. This Special Issue on "Digital systems supporting cognition and exploratory learning in twenty-first century" aims to…
Construction of a Digital Learning Environment Based on Cloud Computing
ERIC Educational Resources Information Center
Ding, Jihong; Xiong, Caiping; Liu, Huazhong
2015-01-01
Constructing the digital learning environment for ubiquitous learning and asynchronous distributed learning has opened up immense amounts of concrete research. However, current digital learning environments do not fully fulfill the expectations on supporting interactive group learning, shared understanding and social construction of knowledge.…
ERIC Educational Resources Information Center
Justice, Sean
2016-01-01
"Learning to Teach in the Digital Age" tells the story of a group of K-12 teachers as they began to connect with digital making and learning pedagogies. Guiding questions at the heart of this qualitative case study asked how teaching practices engaged with and responded to the maker movement and digital making and learning tools and…
Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers
ERIC Educational Resources Information Center
Gracious, F. L. Antony; Shyla, F. L. Jasmine Anne
2012-01-01
The present study Multiple Intelligence and Digital Learning Awareness of prospective B.Ed teachers was probed to find the relationship between Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers. Data for the study were collected using self made Multiple Intelligence Inventory and Digital Learning Awareness Scale.…
Segmenting Images for a Better Diagnosis
NASA Technical Reports Server (NTRS)
2004-01-01
NASA's Hierarchical Segmentation (HSEG) software has been adapted by Bartron Medical Imaging, LLC, for use in segmentation feature extraction, pattern recognition, and classification of medical images. Bartron acquired licenses from NASA Goddard Space Flight Center for application of the HSEG concept to medical imaging, from the California Institute of Technology/Jet Propulsion Laboratory to incorporate pattern-matching software, and from Kennedy Space Center for data-mining and edge-detection programs. The Med-Seg[TM] united developed by Bartron provides improved diagnoses for a wide range of medical images, including computed tomography scans, positron emission tomography scans, magnetic resonance imaging, ultrasound, digitized Z-ray, digitized mammography, dental X-ray, soft tissue analysis, and moving object analysis. It also can be used in analysis of soft-tissue slides. Bartron's future plans include the application of HSEG technology to drug development. NASA is advancing it's HSEG software to learn more about the Earth's magnetosphere.
Virtual Learning Environment in Continuing Education for Nursing in Oncology: an Experimental Study.
das Graças Silva Matsubara, Maria; De Domenico, Edvane Birelo Lopes
2016-12-01
Nurses working in oncology require continuing education and nowadays distance education is a possibility. To compare learning outcomes of the professionals participating in classroom learning versus distance learning; describing the sociodemographic characteristics and digital fluency of participants; comparing learning outcomes with independent variables; assessing the adequacy of educational practices in Virtual Environment Moodle Learning through the constructivist online learning environment survey. An experimental, randomized controlled study; conducted at the A C Camargo Cancer Center, located in São Paulo, SP, Brazil. The study included 97 nurses, with average training of 1 to 2 years. A control group (n = 44) had face to face training and the experiment group (n = 53) had training by distance learning, both with identical program content. The dependent variable was the result of learning, measured by applying a pre-assessment questionnaire and post-intervention for both groups. The sociodemographic and digital fluency data were uniform among the groups. The performance of both groups was statistically significant (p 0.005), and the control group had a greater advantage (40.4 %). Distance education has proven to be an effective alternative for training nurses, especially when they have more complex knowledge, more experience in the area and institutional time. Distance Education may be a possibility for the training of nurses for work in oncology. The association of age, training time and the institution, and the experience in Oncology interfered in the performance of both groups.
ERIC Educational Resources Information Center
Buckley-Marudas, Mary Frances
2016-01-01
Understanding what happens when teachers embrace digital media for literacy learning is critical to realizing the potential of learning in the digital era. This article examines some of the ways that a high school teacher and his students leverage digital technologies for literacy learning in their humanities classrooms. The author introduces the…
ERIC Educational Resources Information Center
Imbriale, Ryan; Schiner, Nicholas; Elmendorf, Douglas
2017-01-01
Baltimore County Public Schools is in the midst of a transformation of teaching and learning; the goal being the creation of student-centered classrooms supported by a one-to-one computer for every student. This transformation, known as Students and Teachers Accessing Tomorrow, began in 2014 and is now in its third academic year. We present this…
ERIC Educational Resources Information Center
Yang, Kai-Hsiang
2017-01-01
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters
NASA Astrophysics Data System (ADS)
Apostolellis, Panagiotis; Daradoumis, Thanasis
Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.
Digital interactive learning of oral radiographic anatomy.
Vuchkova, J; Maybury, T; Farah, C S
2012-02-01
Studies reporting high number of diagnostic errors made from radiographs suggest the need to improve the learning of radiographic interpretation in the dental curriculum. Given studies that show student preference for computer-assisted or digital technologies, the purpose of this study was to develop an interactive digital tool and to determine whether it was more successful than a conventional radiology textbook in assisting dental students with the learning of radiographic anatomy. Eighty-eight dental students underwent a learning phase of radiographic anatomy using an interactive digital tool alongside a conventional radiology textbook. The success of the digital tool, when compared to the textbook, was assessed by quantitative means using a radiographic interpretation test and by qualitative means using a structured Likert scale survey, asking students to evaluate their own learning outcomes from the digital tool. Student evaluations of the digital tool showed that almost all participants (95%) indicated that the tool positively enhanced their learning of radiographic anatomy and interpretation. The success of the digital tool in assisting the learning of radiographic interpretation is discussed in the broader context of learning and teaching curricula, and preference (by students) for the use of this digital form when compared to the conventional literate form of the textbook. Whilst traditional textbooks are still valued in the dental curriculum, it is evident that the preference for computer-assisted learning of oral radiographic anatomy enhances the learning experience by enabling students to interact and better engage with the course material. © 2011 John Wiley & Sons A/S.
Identifying images of handwritten digits using deep learning in H2O
NASA Astrophysics Data System (ADS)
Sadhasivam, Jayakumar; Charanya, R.; Kumar, S. Harish; Srinivasan, A.
2017-11-01
Automatic digit recognition is of popular interest today. Deep learning techniques make it possible for object recognition in image data. Perceiving the digit has turned into a fundamental part as far as certifiable applications. Since, digits are composed in various styles in this way to distinguish the digit it is important to perceive and arrange it with the assistance of machine learning methods. This exploration depends on supervised learning vector quantization neural system arranged under counterfeit artificial neural network. The pictures of digits are perceived, prepared and tried. After the system is made digits are prepared utilizing preparing dataset vectors and testing is connected to the pictures of digits which are separated to each other by fragmenting the picture and resizing the digit picture as needs be for better precision.
NASA Astrophysics Data System (ADS)
Swartz, Charles S.
2003-05-01
The process of distributing and exhibiting a motion picture has changed little since the Lumière brothers presented the first motion picture to an audience in 1895. While this analog photochemical process is capable of producing screen images of great beauty and expressive power, more often the consumer experience is diminished by third generation prints and by the wear and tear of the mechanical process. Furthermore, the film industry globally spends approximately $1B annually manufacturing and shipping prints. Alternatively, distributing digital files would theoretically yield great benefits in terms of image clarity and quality, lower cost, greater security, and more flexibility in the cinema (e.g., multiple language versions). In order to understand the components of the digital cinema chain and evaluate the proposed technical solutions, the Entertainment Technology Center at USC in 2000 established the Digital Cinema Laboratory as a critical viewing environment, with the highest quality film and digital projection equipment. The presentation describes the infrastructure of the Lab, test materials, and testing methodologies developed for compression evaluation, and lessons learned up to the present. In addition to compression, the Digital Cinema Laboratory plans to evaluate other components of the digital cinema process as well.
Solberg, Brooke L
2012-01-01
Recent advances in technology have brought forth an intriguing new tool for teaching hematopoietic cellular identification skills: the digital slide. Although digitized slides offer a number of appealing options for educators, little research has been done to examine how their utilization would impact learning outcomes. To fill that void, this study was designed to examine student performance, skill retention and transferability, and self-efficacy beliefs amongst undergraduate MLS students learning cellular morphology with digital versus traditional slides. Results showed that students learning with digital slides performed better on assessments containing only traditional slide specimens than students learning with traditional slides, both immediately following the learning activity and after a considerable duration of time. Students learning with digital slides also reported slightly higher levels of self-efficacy related to cellular identification. The findings of this study suggest that students learning cellular identification skills with digital slides are able to transfer that skill directly to traditional slides, and that their ability to identify cells is not negatively affected in present or future settings.
Medical student use of digital learning resources.
Scott, Karen; Morris, Anne; Marais, Ben
2018-02-01
University students expect to use technology as part of their studies, yet health professional teachers can struggle with the change in student learning habits fuelled by technology. Our research aimed to document the learning habits of contemporary medical students during a clinical rotation by exploring the use of locally and externally developed digital and print self-directed learning resources, and study groups. We investigated the learning habits of final-stage medical students during their clinical paediatric rotation using mixed methods, involving learning analytics and a student questionnaire. Learning analytics tracked aggregate student usage statistics of locally produced e-learning resources on two learning management systems and mobile learning resources. The questionnaire recorded student-reported use of digital and print learning resources and study groups. The students made extensive use of digital self-directed learning resources, especially in the 2 weeks before the examination, which peaked the day before the written examination. All students used locally produced digital formative assessment, and most (74/98; 76%) also used digital resources developed by other institutions. Most reported finding locally produced e-learning resources beneficial for learning. In terms of traditional forms of self-directed learning, one-third (28/94; 30%) indicated that they never read the course textbook, and few students used face-to-face 39/98 (40%) or online 6/98 (6%) study groups. Learning analytics and student questionnaire data confirmed the extensive use of digital resources for self-directed learning. Through clarification of learning habits and experiences, we think teachers can help students to optimise effective learning strategies; however, the impact of contemporary learning habits on learning efficacy requires further evaluation. Health professional teachers can struggle with the change in student learning habits fuelled by technology. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.
Predicting Digital Informal Learning: An Empirical Study among Chinese University Students
ERIC Educational Resources Information Center
He, Tao; Zhu, Chang; Questier, Frederik
2018-01-01
Although the adoption of digital technology has gained considerable attention in higher education, currently research mainly focuses on implementation in formal learning contexts. Investigating what factors influence students' digital informal learning is still unclear and limited. To understand better university students' digital informal…
Motivated Learning with Digital Learning Tasks: What about Autonomy and Structure?
ERIC Educational Resources Information Center
van Loon, Anne-Marieke; Ros, Anje; Martens, Rob
2012-01-01
In the present study, the ways in which digital learning tasks contribute to students' intrinsic motivation and learning outcomes were examined. In particular, this study explored the relative contributions of autonomy support and the provision of structure in digital learning tasks. Participants were 320 fifth- and sixth-grade students from eight…
Tseng, Jocelyn; Samagh, Sonia; Fraser, Donna; Landman, Adam B
2018-06-01
Despite considerable investment in digital health (DH) companies and a growing DH ecosystem, there are multiple challenges to testing and implementing innovative solutions. Health systems have recognized the potential of DH and have formed DH innovation centers. However, limited information is available on DH innovation center processes, best practices, or outcomes. This case report describes a DH innovation center process that can be replicated across health systems and defines and benchmarks process indicators to assess DH innovation center performance. The Brigham and Women's Hospital's Digital Health Innovation Group (DHIG) accelerates DH innovations from idea to pilot safely and efficiently using a structured process. Fifty-four DH innovations were accelerated by the DHIG process between July 2014 and December 2016. In order to measure effectiveness of the DHIG process, key process indicators were defined as 1) number of solutions that completed each DHIG phase and 2) length of time to complete each phase. Twenty-three DH innovations progressed to pilot stage and 13 innovations were terminated after barriers to pilot implementation were identified by the DHIG process. For 4 DH solutions that executed a pilot, the average time for innovations to proceed from DHIG intake to pilot initiation was 9 months. Overall, the DHIG is a reproducible process that addresses key roadblocks in DH innovation within health systems. To our knowledge, this is the first report to describe DH innovation process indicators and results within an academic health system. Therefore, there is no published data to compare our results with the results of other DH innovation centers. Standardized data collection and indicator reporting could allow benchmark comparisons across institutions. Additional opportunities exist for the validation of DH solution effectiveness and for translational support from pilot to implementation. These are critical steps to advance DH technologies and effectively leverage the DH ecosystem to transform healthcare. Copyright © 2017 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Chen, Yen-Chun
2017-01-01
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Can New Digital Technologies Support Parasitology Teaching and Learning?
Jabbar, Abdul; Gasser, Robin B; Lodge, Jason
2016-07-01
Traditionally, parasitology courses have mostly been taught face-to-face on campus, but now digital technologies offer opportunities for teaching and learning. Here, we give a perspective on how new technologies might be used through student-centred teaching approaches. First, a snapshot of recent trends in the higher education is provided; then, a brief account is given of how digital technologies [e.g., massive open online courses (MOOCs), flipped classroom (FC), games, quizzes, dedicated Facebook, and digital badges] might promote parasitology teaching and learning in digital learning environments. In our opinion, some of these digital technologies might be useful for competency-based, self-regulated, learner-centred teaching and learning in an online or blended teaching environment. Copyright © 2016 Elsevier Ltd. All rights reserved.
Learning to Read in the Digital Age
ERIC Educational Resources Information Center
Rose, David; Dalton, Bridget
2009-01-01
The digital age offers transformative opportunities for individualization of learning. First, modern imaging technologies have changed our understanding of learning and the sources and ranges of its diversity. Second, digital technologies make it possible to design learning environments that are responsive to individual differences. We draw on…
ERIC Educational Resources Information Center
Parker, Kim; Lenhart, Amanda; Moore, Kathleen
2011-01-01
This report is based on findings from a pair of Pew Research Center surveys conducted in spring 2011. One is a telephone survey of a nationally representative sample of 2,142 adults ages 18 and older. The other is an online survey, done in association with the Chronicle of Higher Education, among the presidents of 1,055 two-year and four-year…
Examining the Characteristics of Digital Learning Games Designed by In-Service Teachers
ERIC Educational Resources Information Center
An, Yun-Jo; Cao, Li
2017-01-01
In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…
Demonstrating DREAM: A Digital Resource Exchange about Music
ERIC Educational Resources Information Center
Upitis, Rena; Boese, Karen; Abrami, Philip C.
2015-01-01
The Digital Resource Exchange About Music (DREAM) is an online tool for exchanging information about digital learning tools for music education. DREAM was designed by our team to encourage music teachers to learn about digital resources related to learning to play a musical instrument, both in classroom and independent music studio settings. In…
ERIC Educational Resources Information Center
John D. and Catherine T. MacArthur Foundation, 2012
2012-01-01
MacArthur launched the digital media and learning initiative in 2006 to explore how digital media are changing the way young people learn, socialize, communicate, and play. Since 2006, the Foundation has awarded grants totaling more than $100 million for research, development of innovative new technologies, new learning environments for youth,…
When a Classroom Is Not Just a Classroom: Building Digital Playgrounds in the Classroom
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien
2012-01-01
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
ERIC Educational Resources Information Center
Grimley, Mick
2012-01-01
Recent developments in digital technology have resulted in the unprecedented uptake of digital technology engagement as a leisure-time pursuit across the age span. This has resulted in the speculation that such use of digital technology is responsible for changes in cognition and learning behaviour. This study investigated two groups of…
ERIC Educational Resources Information Center
Gunal, Serkan
2008-01-01
Digital libraries play a crucial role in distance learning. Nowadays, they are one of the fundamental information sources for the students enrolled in this learning system. These libraries contain huge amount of instructional data (text, audio and video) offered by the distance learning program. Organization of the digital libraries is…
Learning in the Digital Age: Control or Connection?
ERIC Educational Resources Information Center
Van Galen, Jane
2013-01-01
In October 2011, 200 state school officers and legislators gathered at a hotel in San Francisco to learn how to "revolutionize" learning by "personalizing" instruction. The occasion was former Florida Gov. Jeb Bush's second annual National Summit on Education Reform. The topic was digital learning. The vision of digitally managed curriculum and…
NASA Astrophysics Data System (ADS)
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.
2015-12-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.
NASA Astrophysics Data System (ADS)
Oman, Auna
This action research project investigated fourth grade students¡¦ motivation to learn science using a digital science techbook. Participants in the study included 29 fourth grade students in two different classrooms. One classroom of 16 students used a digital science techbook to learn science while the other classroom of 13 students used a traditional paper science textbook to learn science. Students in both classrooms answered five sets of questions regarding their experience using a digital science techbook and a paper science techbook to understand science, find science information, solve science problems, learn science, and assess learning science was fun. Results were compiled and coded based on positive and negative responses to conditions. A chi-square was used to analyze the ordinal data. Overall differences between techbooks vs. textbook were significant, X2 (1, N = 29) = 23.84, p = .000, justifying further examination of individual survey items. Three items had statistically significant difference for finding science information, solving science problems, and learning science. A gender difference was also found in one item. Females preferred to use paper science textbooks to understand science, while males preferred digital techbooks to learn science. The fourth graders in this study indicated that digital techbooks were a powerful learning tool for increasing interest, excitement and learning science. Even though students reported paper science textbooks as easy to use, they found using digital science techbooks a far more appealing way to learn science.
Digital Technology Use by the Students and English Teachers and Self-Directed Language Learning
ERIC Educational Resources Information Center
Sert, Nehir; Boynuegri, Ebru
2017-01-01
The digital era is a new challenge for teachers. While children get acquainted with the digital technology before the age of six, teachers, who have encountered with the digital world at a later time in their lives, struggle with it. Self-directed learning, which is crucial for lifelong learning, can be enhanced by the use technology particularly…
Teaching in a Digital Age: How Educators Use Technology to Improve Student Learning
ERIC Educational Resources Information Center
McKnight, Katherine; O'Malley, Kimberly; Ruzic, Roxanne; Horsley, Maria Kelly; Franey, John J.; Bassett, Katherine
2016-01-01
A successful digital conversion for classrooms, districts, and states is not determined by the technology, but by how technology enables teaching and learning. The purpose of our multisite case study was to document digital instructional strategies teachers use to enhance and transform student learning, and align that use with learning research.…
Adult Learning in the Digital Age: Perspectives on Online Technologies and Outcomes
ERIC Educational Resources Information Center
Kidd, Terry T., Ed.; Keengwe, Jared, Ed.
2010-01-01
As instructors move further into the incorporation of 21st century technologies in adult education, a new paradigm of digitally-enriched mediated learning has emerged. This book provides a comprehensive framework of trends and issues related to adult learning for the facilitation of authentic learning in the age of digital technology. This…
ERIC Educational Resources Information Center
Schwartzbeck, Terri Duggan; Wolf, Mary Ann
2012-01-01
This report outlines how digital learning can connect middle and high school students with better teaching and learning experiences while also addressing three major challenges facing the nation's education system--access to good teaching, tight budgets, and boosting student achievement. But simply slapping a netbook on top of a textbook will not…
Word Learning and Story Comprehension from Digital Storybooks: Does Interaction Make a Difference?
ERIC Educational Resources Information Center
Kelley, Elizabeth S.; Kinney, Kara
2017-01-01
An emerging body of research examines language learning of young children from experiences with digital storybooks, but little is known about the ways in which specific components of digital storybooks, including interactive elements, may influence language learning. The purpose of the study was to examine the incidental word learning and story…
ERIC Educational Resources Information Center
Cirell, Anna Montana
2017-01-01
Digital media is becoming increasingly important to learning in today's changing times. At the same time, digital technologies and related digital skills are unevenly distributed. Further, deficit-based notions of this digital divide define the public's educational paradigm. Against this backdrop, I forayed into the social reality of one rural…
Webb-Corbett, Robin; Schwartz, Melissa Renee; Green, Bob; Sessoms, Andrea; Swanson, Melvin
2013-04-01
New media simulation stories are short multimedia presentations that combine simulation, digital technology, and story branching to depict a variety of healthcare-related scenarios. The purpose of this study was to explore whether learning outcomes were enhanced if students viewed the results of both correct and incorrect nursing actions demonstrated through new media simulation stories. A convenience sample of 109 undergraduate nursing students in a family-centered maternity course participated in the study. Study findings suggests that students who viewed both correct and incorrect depictions of maternity nursing actions scored better on tests than did those students who viewed only correct nursing actions.
E-Learning Environments for Digitally-Minded Students
ERIC Educational Resources Information Center
Andone, Diana; Dron, Jon; Pemberton, Lyn; Boyne, Chris
2007-01-01
While most existing online learning environments cater for needs identified during the 1990s, a new generation of digital students has emerged in the developed world. Digital students are young adults who have grown up with digital technologies integrated as an everyday feature of their lives. Digital students use technology differently, fluidly…
2001-05-02
John Henson (grade 12) and Suzi Bryce (grade 10) from DuPont Manual High School in Louisville, Kentucky, conduct a drop with NASA's Microgravity Demonstrator. A camera and a TV/VCR unit let students play back recordings of how different physical devices behave differently during freefall as compared to 1-g. The activity was part of the education outreach segment of the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. This image is from a digital still camera; higher resolution is not available.
Experimenting with the virtual environment Moodle in Physics Education
NASA Astrophysics Data System (ADS)
Martins, Maria Ines; Dickman, Adriana
2008-03-01
The master's program in Physics Education of the Catholic University in the state of Minas Gerais, Brazil, includes the discipline ``Digital technologies in Physics education.'' The main goal of this discipline is to discuss the role of Information and Communication Technology (ICT) in the process of learning-teaching science. We introduce our students to several virtual platforms, both free and commercial, discussing their functionality and features. We encourage our students to get in touch with computer tools and resources by planning their own computer based course using the Moodle platform. We discuss different patterns of virtual environment courses, whose proposals are centered mainly in the students, or teacher-centered or even system-centered. The student is free to choose between only one topic and a year course to work with, since their interests vary from learning something more about a specific subject to a complete e-learning course covering the entire school year. (The courses are available online in the address sitesinf01.pucmg.br/moodle. Participation only requires filling out an application form.) After three editions of this discipline, we have several courses available. We realize that students tend to focus on traditional methods, always preserving their role as knowledge-givers. In conclusion, we can say that, in spite of exhaustive discussion about autonomy involved with ICTs abilities, most of the students used the new virtual medium to organize traditional teacher-centered courses.
Information and communication technologies in tomorrow's digital classroom
NASA Astrophysics Data System (ADS)
Bogoeva, Asya
2014-05-01
Education has to respond to the new challenges and opportunities offered by the 21-th Century as well as to the main trend in the world community development related to a creation of Knowledge Society. Implementation of ICT at school is a priority of the Global education and helps to develop the four pillars of learning - learning to know, learning to do, learning to be and learning to live together. Digital competence of the students is also a part of the European Union key competences. The essential elements in geographical study are: spatial analysis, with an emphasis on location; ecological analysis, with an emphasis on people-environment relationships; and regional analysis, with an emphasis on areal differentiation. Modern geography is best characterized as the study of distributions and relationships among different natural and social patterns of distributions. Viewing the world from a spatial perspective and employing a holistic approach are important characteristics of contemporary and future Geography learning. Using innovative methods for presenting the global aspects of distribution patterns and their changes is a priority of teaching geosciences at our school. The use of geo-media in classroom helps learners develop their ICT competences. Geolocalised information is used everywhere in society and it is therefore essential for students to learn how to use different forms of geographic media Geo-media is now being used in scientific researches and reasoning. One of the geo-media tools that I use in my classes is Google Earth for presenting different geographic processes and phenomena like visualization of current global weather conditions, global warming, deforestation areas, earthquake areas, etc. Using Geographic Information systems for presenting and studying geographical processes is also one way to identify, analyze, and understand the locations. Our school is a part of digital-earth.eu network which is under development now. The European Centers of Excellence at national level promote innovative approaches of teaching and learning environments including the active use of geo-media and GIS is started to develop. The main objectives of the Bulgarian Center of Excellence are to create in collaboration with teachers and ESRI organization learning materials for school education. Students learn how to use ArcGIS in order to create their own interactive maps related to the Bulgarian geography education. They have already used ArcGIS software to study and analyze changes in the Bulgarian geographical location, boundaries and border controls, as well as Pan European transport corridors and define positive and negative aspects of crossroad location of Bulgaria. There is also available software about the Bulgarian water resources as well as about the Bulgarian population and its demographic characteristics. During the classes students create their own map according to given tasks, analyze maps elicit certain information for decision making and in that way they develop their spatial thinking skills. Interdisciplinary approach in teaching geosciences at comprehensive school by using ICT is another innovative method that can be used in the classroom. Chemistry and geography as geosciences have common objects of investigation - minerals, rocks and ores as raw materials for industry. Subject objectives for both disciplines can be achieved in a binary lesson. Students make their own preliminary web-based investigation and in the classroom they discuss characteristics of a certain metallic ores, their global distribution and local deposits, their significance for economic development and environmental issues related to their extraction. Implementation of ICT in tomorrow's digital classroom will help students to understand the complexity of the world around us, show them different examples of our changing planet and develop their spatial thinking knowledge.
Effects of Character Voice-Over on Players' Engagement in a Digital Role-Playing Game Environment
ERIC Educational Resources Information Center
Byun, JaeHwan
2012-01-01
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
ERIC Educational Resources Information Center
Battaglino, Tamara Butler; Haldeman, Matt; Laurans, Eleanor
2012-01-01
The latest installment of the Fordham Institute's "Creating Sound Policy for Digital Learning" series investigates one of the more controversial aspects of digital learning: How much does it cost? In this paper, the Parthenon Group uses interviews with more than fifty vendors and online-schooling experts to estimate today's average…
ERIC Educational Resources Information Center
Saljo, R.
2010-01-01
The purpose of this article is to offer some reflections on the relationships between digital technologies and learning. It is argued that activities of learning, as they have been practised within institutionalized schooling, are coming under increasing pressure from the developments of digital technologies and the capacities to store, access and…
Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless
ERIC Educational Resources Information Center
Van Eck, Richard
2006-01-01
With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…
Creating the Future of Games and Learning
ERIC Educational Resources Information Center
Squire, Kurt
2015-01-01
Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…
78 FR 43882 - Sunshine Act Meeting; Open Commission Meeting; Friday, July 19, 2013
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-22
... the delivery of video programming. 2 TITLE: Presentation on LEAD Recommendations and Digital Learning... Five Point Blueprint recommending a national initiative to expand digital learning in K-12 education... teachers at Kenmore are using digital technologies and broadband connectivity to expand learning...
Digital case-based learning system in school.
Gu, Peipei; Guo, Jiayang
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework.
Digital case-based learning system in school
Gu, Peipei
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework. PMID:29107965
An adaptive deep Q-learning strategy for handwritten digit recognition.
Qiao, Junfei; Wang, Gongming; Li, Wenjing; Chen, Min
2018-02-22
Handwritten digits recognition is a challenging problem in recent years. Although many deep learning-based classification algorithms are studied for handwritten digits recognition, the recognition accuracy and running time still need to be further improved. In this paper, an adaptive deep Q-learning strategy is proposed to improve accuracy and shorten running time for handwritten digit recognition. The adaptive deep Q-learning strategy combines the feature-extracting capability of deep learning and the decision-making of reinforcement learning to form an adaptive Q-learning deep belief network (Q-ADBN). First, Q-ADBN extracts the features of original images using an adaptive deep auto-encoder (ADAE), and the extracted features are considered as the current states of Q-learning algorithm. Second, Q-ADBN receives Q-function (reward signal) during recognition of the current states, and the final handwritten digits recognition is implemented by maximizing the Q-function using Q-learning algorithm. Finally, experimental results from the well-known MNIST dataset show that the proposed Q-ADBN has a superiority to other similar methods in terms of accuracy and running time. Copyright © 2018 Elsevier Ltd. All rights reserved.
Digital Badges for STEM Learning in Secondary Contexts: A Mixed Methods Study
NASA Astrophysics Data System (ADS)
Elkordy, Angela
The deficit in STEM skills is a matter of concern for national economies and a major focus for educational policy makers. The development of Information and Communications Technologies (ICT) has resulted in a rapidly changing workforce of global scale. In addition, ICT have fostered the growth of digital and mobile technologies which have been the learning context, formal and informal, for a generation of youth. The purpose of this study was to design an intervention based upon a competency-based, digitally-mediated, learning intervention: digital badges for learning STEM habits of mind and practices. Designed purposefully, digital badge learning trajectories and criteria can be flexible tools for scaffolding, measuring, and communicating the acquisition of knowledge, skills, or competencies. One of the most often discussed attributes of digital badges, is the ability of badges to motivate learners. However, the research base to support this claim is in its infancy; there is little empirical evidence. A skills-based digital badge intervention was designed to demonstrate mastery learning in key, age-appropriate, STEM competencies aligned with Next Generation Science Standards (NGSS) and other educational standards. A mixed methods approach was used to study the impact of a digital badge intervention in the sample middle and high school population. Among the findings were statistically significant measures which substantiate that in this student population, the digital badges increased perceived competence and motivated learners to persist at task.
Collaborative learning model inquiring based on digital game
NASA Astrophysics Data System (ADS)
Yuan, Jiugen; Xing, Ruonan
2012-04-01
With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.
ERIC Educational Resources Information Center
Hess, Frederick M.
2011-01-01
Digital learning makes possible the "unbundling" of school provisions--that is, it allows children to be served by providers from almost anywhere, in new and more customized ways. At the same time, because it destandardizes and decentralizes educational delivery, digital education is far harder to bring under the yoke of the…
ERIC Educational Resources Information Center
Fanfarelli, Joseph R.; McDaniel, Rudy
2017-01-01
Digital badging research is gaining momentum as instructors and administrators consider new models for assessing learning in nontraditional contexts (e.g., informal science learning programs, flexible online courses, adaptive learning systems). While many studies are examining the effectiveness of digital badges for pedagogical functions, such as…
Enhancing Digital Literacy and Learning among Adults with Blogs
ERIC Educational Resources Information Center
Sharp, Laurie A.
2017-01-01
Digital literacy and learning among adults has been identified as an area requiring research. The purpose of the present study was to explore technology acceptance and digital collaborative learning experiences with blogs among adult learners. This analysis employed a quasi-experimental mixed-methods approach guided by a sociocultural theoretical…
Digital Tools and Solutions for Inquiry-Based STEM Learning
ERIC Educational Resources Information Center
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed.
2017-01-01
In the digital age, the integration of technology has become a ubiquitous aspect of modern society. These advancements have significantly enhanced the field of education, allowing students to receive a better learning experience. "Digital Tools and Solutions for Inquiry-Based STEM Learning" is a comprehensive source of scholarly material…
Three learning phases for radial-basis-function networks.
Schwenker, F; Kestler, H A; Palm, G
2001-05-01
In this paper, learning algorithms for radial basis function (RBF) networks are discussed. Whereas multilayer perceptrons (MLP) are typically trained with backpropagation algorithms, starting the training procedure with a random initialization of the MLP's parameters, an RBF network may be trained in many different ways. We categorize these RBF training methods into one-, two-, and three-phase learning schemes. Two-phase RBF learning is a very common learning scheme. The two layers of an RBF network are learnt separately; first the RBF layer is trained, including the adaptation of centers and scaling parameters, and then the weights of the output layer are adapted. RBF centers may be trained by clustering, vector quantization and classification tree algorithms, and the output layer by supervised learning (through gradient descent or pseudo inverse solution). Results from numerical experiments of RBF classifiers trained by two-phase learning are presented in three completely different pattern recognition applications: (a) the classification of 3D visual objects; (b) the recognition hand-written digits (2D objects); and (c) the categorization of high-resolution electrocardiograms given as a time series (ID objects) and as a set of features extracted from these time series. In these applications, it can be observed that the performance of RBF classifiers trained with two-phase learning can be improved through a third backpropagation-like training phase of the RBF network, adapting the whole set of parameters (RBF centers, scaling parameters, and output layer weights) simultaneously. This, we call three-phase learning in RBF networks. A practical advantage of two- and three-phase learning in RBF networks is the possibility to use unlabeled training data for the first training phase. Support vector (SV) learning in RBF networks is a different learning approach. SV learning can be considered, in this context of learning, as a special type of one-phase learning, where only the output layer weights of the RBF network are calculated, and the RBF centers are restricted to be a subset of the training data. Numerical experiments with several classifier schemes including k-nearest-neighbor, learning vector quantization and RBF classifiers trained through two-phase, three-phase and support vector learning are given. The performance of the RBF classifiers trained through SV learning and three-phase learning are superior to the results of two-phase learning, but SV learning often leads to complex network structures, since the number of support vectors is not a small fraction of the total number of data points.
Storytelling in the digital world: achieving higher-level learning objectives.
Schwartz, Melissa R
2012-01-01
Nursing students are not passive media consumers but instead live in a technology ecosystem where digital is the language they speak. To prepare the next generation of nurses, educators must incorporate multiple technologies to improve higher-order learning. The author discusses the evolution and use of storytelling as part of the digital world and how digital stories can be aligned with Bloom's Taxonomy so that students achieve higher-level learning objectives.
Digital Games and Learning: Identifying Pathways of Influence
ERIC Educational Resources Information Center
Subrahmanyam, Kaveri; Renukarya, Bhavya
2015-01-01
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
A Study on Exploiting Commercial Digital Games into School Context
ERIC Educational Resources Information Center
Panoutsopoulos, Hercules; Sampson, Demetrios G.
2012-01-01
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…
Using Digital Photography to Supplement Learning of Biotechnology
ERIC Educational Resources Information Center
Norflus, Fran
2012-01-01
The author used digital photography to supplement learning of biotechnology by students with a variety of learning styles and educational backgrounds. Because one approach would not be sufficient to reach all the students, digital photography was used to explain the techniques and results to the class instead of having to teach each student…
Information Activities and Appropriation in Teacher Trainees' Digital, Group-Based Learning
ERIC Educational Resources Information Center
Hanell, Fredrik
2016-01-01
Introduction: This paper reports results from an ethnographic study of teacher trainees' information activities in digital, group-based learning and their relation to the interplay between use and appropriation of digital tools and the learning environment. Method: The participants in the present study are 249 pre-school teacher trainees in…
Digital Competence Model of Distance Learning Students
ERIC Educational Resources Information Center
da Silva, Ketia Kellen A.; Behar, Patricia A.
2017-01-01
This article presents the development of a digital competency model of Distance Learning (DL) students in Brazil called CompDigAl_EAD. The following topics were addressed in this study: Educational Competences, Digital Competences, and Distance Learning students. The model was developed between 2015 and 2016 and is being validated in 2017. It was…
ERIC Educational Resources Information Center
Southern Regional Education Board (SREB), 2005
2005-01-01
The Educational Technology Cooperative of the Southern Regional Education Board (SREB) established the Digital Learning Content initiative to identify guidelines and develop recommendations to assist those who develop, evaluate, select, acquire and use digital learning content to create products that are easy to access and use in order to ensure…
Digital Learning in California's K-12 Schools. Just the Facts
ERIC Educational Resources Information Center
Gao, Niu
2015-01-01
This fact page briefly discusses the following facts on digital learning in California's K-12: (1) As California implements new tests in its K-12 schools, technology infrastructure is a key concern; (2) Many districts are confident that they had enough bandwidth for online field tests; (3) Digital learning will require significantly greater…
ERIC Educational Resources Information Center
Bridgstock, Ruth
2016-01-01
This article explores how universities might engage more effectively with the imperative to develop students' twenty-first century skills for the information society, by examining learning challenges and professional learning strategies of successful digital media professionals. The findings of qualitative interviews with professionals from…
ERIC Educational Resources Information Center
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.
2015-01-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…
ERIC Educational Resources Information Center
Kleiman, Glenn M.; Wolf, Mary Ann; Frye, David
2013-01-01
In conjunction with the relaunch of the Digital Learning Transition (DLT) Massive Open Online Course for Educatos (MOOC-Ed) in September 2013, the Alliance and the Friday Institute released "The Digital Learning Transition MOOC for Educators: Exploring a Scalable Approach to Professional Development", a new paper that describes the…
A Professional Learning Model Supporting Teachers to Integrate Digital Technologies
ERIC Educational Resources Information Center
Sheffield, Rachel; Blackley, Susan; Moro, Paul
2018-01-01
Contemporary teachers have an obligation to support and scaffold students' learning in digital technologies and to do this in authentic contexts. In order for teachers to be successful in this, their own competency in digital technologies needs to be high, and their own 21st century learning skills of communication, collaboration, creativity and…
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Supporting Digital Natives to Learn Effectively with Technology Tools
ERIC Educational Resources Information Center
Keengwe, Jared; Georgina, David
2013-01-01
Majority of learners in our classrooms are digital natives or Millennials--a category of learners who tend toward independence and autonomy in their learning styles. The primary challenges then facing instructors include: How do digital natives learn and how do you teach them? The answers to these questions will help instructors to: (a) identify…
Theoretical Perspectives of How Digital Natives Learn
ERIC Educational Resources Information Center
Kivunja, Charles
2014-01-01
Marck Prensky, an authority on teaching and learning especially with the aid of Information and Communication Technologies, has referred to 21st century children born after 1980 as "Digital Natives". This paper reviews literature of leaders in the field to shed some light on theoretical perspectives of how Digital Natives learn and how…
dos-Santos, M; Fujino, A
2012-01-01
Radiology teaching usually employs a systematic and comprehensive set of medical images and related information. Databases with representative radiological images and documents are highly desirable and widely used in Radiology teaching programs. Currently, computer-based teaching file systems are widely used in Medicine and Radiology teaching as an educational resource. This work addresses a user-centered radiology electronic teaching file system as an instance of MIRC compliant medical image database. Such as a digital library, the clinical cases are available to access by using a web browser. The system has offered great opportunities to some Radiology residents interact with experts. This has been done by applying user-centered techniques and creating usage context-based tools in order to make available an interactive system.
ERIC Educational Resources Information Center
Cavanaugh, Cathy; Sessums, Christopher; Drexler, Wendy
2015-01-01
This essay is a call for rethinking our approach to research in digital learning. It plots a path founded in social trends and advances in education. A brief review of these trends and advances is followed by discussion of what flattened research might look like at scale. Scaling research in digital learning is crucial to advancing understanding…
Student perceptions of digital versus traditional slide use in undergraduate education.
Solberg, Brooke L
2012-01-01
Digitized slides provide a number of intriguing benefits for educators. Before their implementation, however, educators should consider student opinion related to their use. This mixed-methods study directly compared Medical Laboratory Science (MLS) student perceptions of learning experiences in both digital and traditional slide laboratory settings. Results suggested that the majority of students preferred learning with digital slides, and numerous reasons for this preference were identified. Survey responses indicated that students using digital slides tended to view their performances, instructor feedback, and their learning environment more positively than students using traditional slides. Apprehensions about digital slide use were also detected from students preferring traditional slides. These findings provide a guide on how best to exploit both digital and traditional slides in an educational setting.
Science 2.0: When Students Become Digital Citizens
ERIC Educational Resources Information Center
Smith, Ben; Mader, Jared
2016-01-01
Modern science learning requires the use of digital tools and a shift in teaching philosophy and pedagogy. The backbone to this shift rests in a yet unaddressed skill: digital citizenship. The authors discuss the Digital Citizen standard where "students (will) recognize the rights, responsibilities, and opportunities of living, learning, and…
"Scratch"ing below the Surface: Mathematics through an Alternative Digital Lens?
ERIC Educational Resources Information Center
Calder, Nigel; Taylor, Merilyn
2010-01-01
A key element in the examination of how students process mathematics through digital technologies is considering the ways that digital pedagogical media might influence the learning process. How might students' understanding emerge through engagement in a digital-learning environment? Interactive software that has cross-curricula implications and…
Sustainable Innovations: Bringing Digital Media and Emerging Technologies to the Classroom
ERIC Educational Resources Information Center
Herro, Danielle
2015-01-01
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
NASA Astrophysics Data System (ADS)
Schroeder, Mubina Khan
In science education, the use of digital technology-based learning can help students struggling with difficult concepts such as the movement of molecules. While digital learning tools hold much promise for science education, the question arises as to whether or not such technology can serve as an adequate surrogate for the teacher-student interactions that theorists like Lev Vygotsky (1978) underscored as being critical to learning. In response to such concerns, designers of digital curricula often utilize scaffolds to help students as they learn from such programs. Using a simulation designed to teach students about the concept of diffusion as an example, I examine the effect of including prompting language in the learning sequence of the simulation. The use of prompting language in digital curriculum appears to be successful because it elicits science students to reflect and metacognise about their learning, lending support to Vygotsky's (1978) ideas of teaching and learning involving outer and inner dialog. However, findings from think aloud data continue to underscore the importance of human linguistic exchange as a preferable learning paradigm.
ERIC Educational Resources Information Center
Hense, Jan; Mandl, Heinz
2012-01-01
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
ERIC Educational Resources Information Center
Aleksic-Maslac, Karmela; Magzan, Masha; Juric, Visnja
2009-01-01
Digital interaction in e-learning offers great opportunities for education quality improvement in both--the classical teaching combined with e-learning, and distance learning. Zagreb School of Economics & Management (ZSEM) is one of the few higher education institutions in Croatia that systematically uses e-learning in teaching. Systematically…
Connected Learning: Harnessing the Information Age to Make Learning More Powerful
ERIC Educational Resources Information Center
Roc, Martens
2014-01-01
This report introduces connected learning, a promising educational approach supported by the MacArthur Foundation and the Digital Learning Media (DLM) initiative that schools and out-of-school sites are adopting to enhance student learning and outcomes by connecting their education to their interests. Connected learning uses digital media to…
ERIC Educational Resources Information Center
Loh, Christian Sebastian
2001-01-01
Examines how mobile computers, or personal digital assistants (PDAs), can be used in a Web-based learning environment. Topics include wireless networks on college campuses; online learning; Web-based learning technologies; synchronous and asynchronous communication via the Web; content resources; Web connections; and collaborative learning. (LRW)
Six Strategies for Digital Learning Success. White Paper
ERIC Educational Resources Information Center
Mehta, Samir; Downs, Holly
2016-01-01
Technology has revolutionized corporate learning and leadership development. The number of organizations that use learning management systems is higher than ever before, and thanks to massive open online courses (MOOCs), small private online courses (SPOCS), microlearning, nanolearning, and other new media learning platforms, digital learning and…
NASA Astrophysics Data System (ADS)
Marlius; Kaniawati, I.; Feranie, S.
2018-05-01
A preliminary learning design using relay to promote twelfth grade student’s understanding of logic gates concept is implemented to see how well it’s to adopted by six high school students, three male students and three female students of twelfth grade. This learning design is considered for next learning of digital technology concept i.e. data digital transmition and analog. This work is a preliminary study to design the learning for large class. So far just a few researches designing learning design related to digital technology with relay. It may due to this concept inserted in Indonesian twelfth grade curriculum recently. This analysis is focus on student difficulties trough video analysis to learn the concept. Based on our analysis, the recommended thing for redesigning learning is: students understand first about symbols and electrical circuits; the Student Worksheet is made in more detail on the assembly steps to the project board; mark with symbols at points in certain places in the circuit for easy assembly; assembly using relays by students is enough until is the NOT’s logic gates and the others that have been assembled so that effective time. The design of learning using relays can make the relay a liaison between the abstract on the digital with the real thing of it, especially in the circuit of symbols and real circuits. Besides it is expected to also enrich the ability of teachers in classroom learning about digital technology.
How Much Is Teaching and Learning in Higher Education Digitized? Insights from Teacher Education
ERIC Educational Resources Information Center
Riehemann, Jens; Jucks, Regina
2017-01-01
The digital age has changed how we communicate, inform ourselves, and even how we teach and learn. This study systematically analyses and compares the perspectives of university academics (N = 75) and university students (N = 206) from the field of teacher education on digitized teaching and learning. In a between-subjects design, participants of…
Utilizing Mobile Devices to Enrich the Learning Style of Students
ERIC Educational Resources Information Center
McGovern, Enda F.; Luna-Nevarez, Cuauhtemoc; Baruca, Arne
2017-01-01
As digital technologies evolve in education, business faculty have increased access to an extensive range of mobile devices and online applications to help them inspire students' passion for learning. Adopting new digital approaches to teaching can also enhance the learning style of students who are immersed in the use of digital devices. How can…
Digital Game-Based Learning Once Removed: Teaching Teachers
ERIC Educational Resources Information Center
Becker, Katrin
2007-01-01
In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…
A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System
ERIC Educational Resources Information Center
Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong
2011-01-01
The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…
Supporting Digital Literacy across the Curriculum through Blended Support: A Pilot Project Report
ERIC Educational Resources Information Center
Smith, Samara
2014-01-01
This article describes the Collaborative Media Center pilot at SUNY Old Westbury, a digital literacy project with the aim of narrowing the digital divide at the College by embedding digital projects across the curriculum. The article explains how the Center supported students in four linked courses to create digital projects. Assessment data and…
Metacognitive components in smart learning environment
NASA Astrophysics Data System (ADS)
Sumadyo, M.; Santoso, H. B.; Sensuse, D. I.
2018-03-01
Metacognitive ability in digital-based learning process helps students in achieving learning goals. So that digital-based learning environment should make the metacognitive component as a facility that must be equipped. Smart Learning Environment is the concept of a learning environment that certainly has more advanced components than just a digital learning environment. This study examines the metacognitive component of the smart learning environment to support the learning process. A review of the metacognitive literature was conducted to examine the components involved in metacognitive learning strategies. Review is also conducted on the results of study smart learning environment, ranging from design to context in building smart learning. Metacognitive learning strategies certainly require the support of adaptable, responsive and personalize learning environments in accordance with the principles of smart learning. The current study proposed the role of metacognitive component in smart learning environment, which is useful as the basis of research in building environment in smart learning.
Bormann, Tobias; Seyboth, Margret; Umarova, Roza; Weiller, Cornelius
2015-06-01
Studies on verbal learning in patients with impaired verbal short-term memory (vSTM) have revealed dissociations among types of verbal information. Patients with impaired vSTM are able to learn lists of known words but fail to acquire new word forms. This suggests that vSTM is involved in new word learning. The present study assessed both new word learning and the learning of digit sequences in two patients with impaired vSTM. In two experiments, participants were required to learn people's names, ages and professions, or their four digit 'phone numbers'. The STM patients were impaired on learning unknown family names and phone numbers, but managed to acquire other verbal information. In contrast, a patient with a severe verbal episodic memory impairment was impaired across information types. These results indicate verbal STM involvement in the learning of digit sequences. Copyright © 2015 Elsevier Ltd. All rights reserved.
2001-05-02
John Henson (grade 12) and Suzi Bryce (grade 10) conducted the drop from DuPont Manual High School in Louisville, Kentucky, conduct a drop with NASA's Microgravity Demonstrator. A camera and a TV/VCR unit let students play back recordings of how different physical devices behave differently during freefall as compared to 1-g. The activity was part of the education outreach segment of the Pan-Pacific Basin Workshop on Microgravity Sciences held in Pasadena, California. The event originated at the California Science Center in Los Angeles. The DuPont Manual students patched in to the event through the distance learning lab at the Louisville Science Center. This image is from a digital still camera; higher resolution is not available.
NASA Astrophysics Data System (ADS)
Coll, Sandhya Devi; Coll, Richard Kevin
2018-04-01
Background: Recent research and curriculum reforms have indicated the need for diversifying teaching approaches by drawing upon student interest and engagement in ways which makes learning science meaningful. Purpose: This study examines the integration of informal/free choice learning which occurred during learning experiences outside school (LEOS) with classroom learning using digital technologies. Specifically, the digital technologies comprised a learning management system (LMS), Moodle, which fits well with students' lived experiences and their digital world. Design and Method: This study examines three out-of-school visits to Informal Science Institutes (ISI) using a digitally integrated fieldtrip inventory (DIFI) Model. Research questions were analysed using thematic approach emerging along with semi-structured interviews, before, during and after the visit, and assessing students' learning experiences. Data comprised photographs, field notes, and unobtrusive observations of the classroom, wiki postings, student work books and teacher planning diaries. Results: We argue, that pre- and post-visit planning using the DIFI Model is more likely to engage learners, and the use of a digital learning platform was even more likely to encourage collaborative learning. The conclusion can also be drawn that students' level of motivation for collaborative learning positively correlates with their improvement in academic achievement.
E-Learning Research and Development: On Evaluation, Learning Performance, and Visual Attention
ERIC Educational Resources Information Center
Rüth, Marco
2017-01-01
Digital learning is becoming a prevalent everyday human behavior. Effective digital learning services are integral for educational innovation and constitute competitive advantages for education businesses. Quality management in e-learning research and development is thus of utmost importance and needs both strong conceptual and empirical…
The Comparison of Students' Satisfaction between Ubiquitous and Web-Based Learning Environments
ERIC Educational Resources Information Center
Virtanen, Mari Aulikki; Kääriäinen, Maria; Liikanen, Eeva; Haavisto, Elina
2017-01-01
Higher education is moving towards digitalized learning. The rapid development of technological resources, devices and wireless networks enables more flexible opportunities to study and learn in innovative learning environments. New technologies enable combining of authentic and virtual learning spaces and digital resources as multifunctional…
Student perceptions of digital badges in a drug information and literature evaluation course.
Fajiculay, Jay R; Parikh, Bhavini T; Wright, Casey V; Sheehan, Amy Heck
2017-09-01
The purpose of this article is to describe student perceptions of implementation of digital badges in a drug information and literature evaluation course. Two digital badges were developed as voluntary learning opportunities. Student perceptions were obtained through pre- and post-survey instruments consisting of selected questions from the Motivated Strategies for Learning Questionnaire. The response rate was 69% (106/153). At baseline, 53% of respondents agreed that digital badges could help them better understand course material. More students agreed they would share earned digital badges on LinkedIn (68%) than Facebook (19%). Most students who earned digital badges agreed that badges helped increase their confidence in course material (73%), focus on specific learning objectives (55%), look deeper into course competencies (64%), and were a useful adjunct to the traditional teaching method (82%). Digital badges were perceived by students as a positive adjunct to learning and may provide a novel mechanism for development of an electronic skills-based portfolio. Copyright © 2017 Elsevier Inc. All rights reserved.
Pre-Service Teachers Designing and Constructing "Good Digital Games"
ERIC Educational Resources Information Center
Artym, Corbett; Carbonaro, Mike; Boechler, Patricia
2016-01-01
There is a growing interest in the application of digital games to enhance learning across many educational levels. This paper investigates pre-service teachers' ability to operationalize the learning principles that are considered part of a good digital game (Gee, 2007) by designing digital games in Scratch. Forty pre-service teachers, enrolled…
Using a Digital Game as an Advance Organizer
ERIC Educational Resources Information Center
Denham, André R.
2018-01-01
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Generative Learning Strategy Use and Self-Regulatory Prompting in Digital Text
ERIC Educational Resources Information Center
Reid, Alan J.; Morrison, Gary M.
2014-01-01
The digital revolution is shifting print-based textbooks to digital text, and it has afforded the opportunity to incorporate meaningful learning strategies and otherwise separate metacognitive activities directly into these texts as embedded support. A sample of 89 undergraduates read a digital, expository text on the basics of photography. The…
E-inclusion Process and Societal Digital Skill Development
ERIC Educational Resources Information Center
Vitolina, Ieva
2015-01-01
Nowadays, the focus shifts from information and communication technology access to skills and knowledge. Moreover, lack of digital skills is an obstacle in the process of learning new digital competences using technologies and e-learning. The objective of this research is to investigate how to facilitate students to use the acquired digital skills…
Fu, Qiushi; Zhang, Wei; Santello, Marco
2010-07-07
Dexterous object manipulation requires anticipatory control of digit positions and forces. Despite extensive studies on sensorimotor learning of digit forces, how humans learn to coordinate digit positions and forces has never been addressed. Furthermore, the functional role of anticipatory modulation of digit placement to object properties remains to be investigated. We addressed these questions by asking human subjects (12 females, 12 males) to grasp and lift an inverted T-shaped object using precision grip at constrained or self-chosen locations. The task requirement was to minimize object roll during lift. When digit position was not constrained, subjects could have implemented many equally valid digit position-force coordination patterns. However, choice of digit placement might also have resulted in large trial-to-trial variability of digit position, hence challenging the extent to which the CNS could have relied on sensorimotor memories for anticipatory control of digit forces. We hypothesized that subjects would modulate digit placement for optimal force distribution and digit forces as a function of variable digit positions. All subjects learned to minimize object roll within the first three trials, and the unconstrained device was associated with significantly smaller grip forces but larger variability of digit positions. Importantly, however, digit load force modulation compensated for position variability, thus ensuring consistent object roll minimization on each trial. This indicates that subjects learned object manipulation by integrating sensorimotor memories with sensory feedback about digit positions. These results are discussed in the context of motor equivalence and sensorimotor integration of grasp kinematics and kinetics.
Teaching 2.0: Teams Keep Teachers and Students Plugged into Technology
ERIC Educational Resources Information Center
Bourgeois, Michelle; Hunt, Bud
2011-01-01
A Colorado district develops a two-year program that gives teacher teams an opportunity to learn how to use digital tools in the classroom. Called the Digital Learning Collaborative, it is built on three things about professional learning: (1) Learning takes time; (2) Learning is a social process; and (3) Learning about technology should be…
ERIC Educational Resources Information Center
Za, Stefano; Spagnoletti, Paolo; North-Samardzic, Andrea
2014-01-01
Increasing attention is paid to organisational learning, with the success of contemporary organisations strongly contingent on their ability to learn and grow. Importantly, informal learning is argued to be even more significant than formal learning initiatives. Given the widespread use of digital technologies in the workplace, what requires…
ERIC Educational Resources Information Center
Lee, Yu-Hao
2013-01-01
Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…
ERIC Educational Resources Information Center
Smirnova, Lyudmila; Lazarevic , Bojan; Malloy, Veronica
2018-01-01
This paper explores how pedagogy is being influenced by fast developing digital technologies. Results are presented from exploratory research conducted in 2016. The findings are addressed in terms of the transformation of learning and education, including the move from the measured to the engaged classroom. Emerging technology creates a natural…
ERIC Educational Resources Information Center
Laakkonen, Ilona
2015-01-01
Despite the proliferation of social media, few learners make effective use of digital technology to support their learning or graduate with the skills necessary for developing and communicating their expertise in the knowledge-driven networked society of the digital age. This article makes use of the concept of Personal Learning Environments (PLE)…
Perspective: Electronic systems of knowledge in the world of virtual microscopy.
Maybury, Terrence; Farah, Camile S
2009-09-01
Across a broad range of medical disciplines, learning how to use an optical or light microscope has been a mandatory inclusion in the undergraduate curriculum. The development of virtual microscopy (VM) technology during the past 10 years has called into question the use of the optical microscope in educational contexts. VM allows slide specimens to be digitized, which, in turn, allows the computer to mimic the workings of the light microscope. This move from analog technology (the light microscope) to digital technology (the computer as microscope) is part of the many significant changes going on in education, a singular manifestation of the broader move from print-literate traditions of knowledge (requiring literacy) to an electronics-literate, or "electrate," mode (requiring "electracy"). VM is here used as an exemplar of this broad transition from literacy to electracy, some components of which include data deluge, a multimodal structure, and modularity. Understandably, this transition is important to clarify educationally, especially in a global context mediated via digital means. A related aspect of these educational changes is the move from teacher-directed learning to student-centered learning, or "user-led education," which points to a redefinition of "pedagogy" as "andragogy." The dissemination of the specific value of VM, then, is critical to both learners and teachers and to a more coherent understanding of electracy. A practical consequence of this clarity might be a better application of this knowledge in the evolving fields of computer simulation and telemedicine, areas in which today's medical students will need future expertise.
ERIC Educational Resources Information Center
Washington, Christopher
2015-01-01
Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…
Remembering Math: The Design of Digital Learning Objects to Spark Professional Learning
ERIC Educational Resources Information Center
Halverson, Richard; Wolfenstein, Moses; Williams, Caroline C.; Rockman, Charles
2009-01-01
This article describes how the design of digital learning objects can spark professional learning. The challenge was to build learning objects that would help experienced special education teachers, who had been teaching in math classes, to demonstrate their proficiency in middle and secondary school mathematics on the PRAXIS examination. While…
Development of an E-Learning Platform for Vocational Education Systems in Germany
ERIC Educational Resources Information Center
Schober, Andreas; Müller, Frederik; Linden, Sabine; Klois, Martha; Künne, Bernd
2014-01-01
This paper describes an existing web-based learning platform named "Third Place of Learning" (TPL)--"Dritter Lernort". This project's aim is to connect the system of vocational education with digital media by a web-based learning platform. TPL supports student's digital learning by means of interactive examples and exercises.…
FODEM: Developing Digital Learning Environments in Widely Dispersed Learning Communities
ERIC Educational Resources Information Center
Suhonen, Jarkko; Sutinen, Erkki
2006-01-01
FODEM (FOrmative DEvelopment Method) is a design method for developing digital learning environments for widely dispersed learning communities. These are communities in which the geographical distribution and density of learners is low when compared to the kind of learning communities in which there is a high distribution and density of learners…
Digital Media Production to Support Literacy for Secondary Students with Diverse Learning Abilities
ERIC Educational Resources Information Center
Leach, April Marie
2017-01-01
Producing digital media is a hands-on, inquiry-based mindful process that naturally embeds Universal Design for Learning (UDL) principles into literacy instruction, providing options for learning and assessment for a wide array of students with diverse learning abilities. Video production learning experiences acknowledge the cognitive talents of…
A Study of the Effects of Digital Learning on Learning Motivation and Learning Outcome
ERIC Educational Resources Information Center
Lin, Ming-Hung; Chen, Huang-Cheng; Liu, Kuang-Sheng
2017-01-01
In the modern society when intelligent mobile devices become popular, the Internet breaks through the restrictions on time and space and becomes a ubiquitous learning tool. Designing teaching activity for digital learning and flexibly applying technology tools are the key issues for current information technology integrated education. In this…
Design of Ontology-Based Sharing Mechanism for Web Services Recommendation Learning Environment
NASA Astrophysics Data System (ADS)
Chen, Hong-Ren
The number of digital learning websites is growing as a result of advances in computer technology and new techniques in web page creation. These sites contain a wide variety of information but may be a source of confusion to learners who fail to find the information they are seeking. This has led to the concept of recommendation services to help learners acquire information and learning resources that suit their requirements. Learning content like this cannot be reused by other digital learning websites. A successful recommendation service that satisfies a certain learner must cooperate with many other digital learning objects so that it can achieve the required relevance. The study proposes using the theory of knowledge construction in ontology to make the sharing and reuse of digital learning resources possible. The learning recommendation system is accompanied by the recommendation of appropriate teaching materials to help learners enhance their learning abilities. A variety of diverse learning components scattered across the Internet can be organized through an ontological process so that learners can use information by storing, sharing, and reusing it.
The 3D Digital Story-telling Media on Batik Learning in Vocational High Schools
NASA Astrophysics Data System (ADS)
Widiaty, I.; Achdiani, Y.; Kuntadi, I.; Mubaroq, S. R.; Zakaria, D.
2018-02-01
The aim of this research is to make 3D digital Story-telling Media on Batik Learning in Vocational High School. The digital story-telling developed in this research is focused on 3D-based story-telling. In contrast to the digital story-telling that has been developed in existing learning, this research is expected to be able to improve understanding of vocational students about the value of local wisdom batik more meaningful and “live”. The process of making 3D digital story-telling media consists of two processes, namely the creation of 3D objects and the creation of 3D object viewer.
Digital Histories for the Digital Age: Collaborative Writing in Large Lecture Courses
ERIC Educational Resources Information Center
Soh, Leen-Kiat; Khandaker, Nobel; Thomas, William G.
2013-01-01
The digital environment has had an immense effect on American society, learning, and education: we have more sources available at our fingertips than any previous generation. Teaching and learning with these new sources, however, has been a challenging transition. Students are confronted with an ocean of digital objects and need skills to navigate…
Digital Media's Transformative Role in Education: Beyond Potential to Essential
ERIC Educational Resources Information Center
Chien, Ming-tso
2012-01-01
Achieving effective learning via digital media continues to be a major concern in contemporary education. The daily use of all forms of digital media is part of our lives and therefore becomes a key component of education. Educators must consider the process of digital media curriculum as a learning model and form of experience adapted to…
Visual Design Guidelines for Improving Learning from Dynamic and Interactive Digital Text
ERIC Educational Resources Information Center
Jin, Sung-Hee
2013-01-01
Despite the dynamic and interactive features of digital text, the visual design guidelines for digital text are similar to those for printed text. The purpose of this study was to develop visual design guidelines for improving learning from dynamic and interactive digital text and to validate them by controlled testing. Two structure design…
ERIC Educational Resources Information Center
Shelton, Catharyn C.; Warren, Annie E.; Archambault, Leanna M.
2016-01-01
This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials. When digital storytelling is used as the main source of course content, tensions arise regarding how to engage and support student learning while…
D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.
2011-12-01
The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? Which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment? We will share our progress and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.
ERIC Educational Resources Information Center
Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.
2018-01-01
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…
Data Curation Education in Research Centers (DCERC)
NASA Astrophysics Data System (ADS)
Marlino, M. R.; Mayernik, M. S.; Kelly, K.; Allard, S.; Tenopir, C.; Palmer, C.; Varvel, V. E., Jr.
2012-12-01
Digital data both enable and constrain scientific research. Scientists are enabled by digital data to develop new research methods, utilize new data sources, and investigate new topics, but they also face new data collection, management, and preservation burdens. The current data workforce consists primarily of scientists who receive little formal training in data management and data managers who are typically educated through on-the-job training. The Data Curation Education in Research Centers (DCERC) program is investigating a new model for educating data professionals to contribute to scientific research. DCERC is a collaboration between the University of Illinois at Urbana-Champaign Graduate School of Library and Information Science, the University of Tennessee School of Information Sciences, and the National Center for Atmospheric Research. The program is organized around a foundations course in data curation and provides field experiences in research and data centers for both master's and doctoral students. This presentation will outline the aims and the structure of the DCERC program and discuss results and lessons learned from the first set of summer internships in 2012. Four masters students participated and worked with both data mentors and science mentors, gaining first hand experiences in the issues, methods, and challenges of scientific data curation. They engaged in a diverse set of topics, including climate model metadata, observational data management workflows, and data cleaning, documentation, and ingest processes within a data archive. The students learned current data management practices and challenges while developing expertise and conducting research. They also made important contributions to NCAR data and science teams by evaluating data management workflows and processes, preparing data sets to be archived, and developing recommendations for particular data management activities. The master's student interns will return in summer of 2013, and two Ph.D. students will conduct data curation-related dissertation fieldwork during the 2013-2014 academic year.
Use of learning media by undergraduate medical students in pharmacology: a prospective cohort study.
Gutmann, Joanna; Kühbeck, Felizian; Berberat, Pascal O; Fischer, Martin R; Engelhardt, Stefan; Sarikas, Antonio
2015-01-01
The ubiquity of the internet and computer-based technologies has an increasing impact on higher education and the way students access information for learning. Moreover, there is a paucity of information about the quantitative and qualitative use of learning media by the current student generation. In this study we systematically analyzed the use of digital and non-digital learning resources by undergraduate medical students. Daily online surveys and semi-structured interviews were conducted with a cohort of 338 third year medical students enrolled in a general pharmacology course. Our data demonstrate a predominant use of digital over non-digital learning resources (69 ± 7% vs. 31 ± 7%; p < 0.01) by students. Most used media for learning were lecture slides (26.8 ± 3.0%), apps (22.0 ± 3.7%) and personal notes (15.5 ± 2.7%), followed by textbooks (> 300 pages) (10.6 ± 3.3%), internet search (7.9 ± 1.6%) and e-learning cases (7.6 ± 3.0%). When comparing learning media use of teaching vs. pre-exam self-study periods, textbooks were used significantly less during self-study (-55%; p < 0.01), while exam questions (+334%; p < 0.01) and e-learning cases (+176%; p < 0.01) were utilized more. Taken together, our study revealed a high prevalence and acceptance of digital learning resources by undergraduate medical students, in particular mobile applications.
Use of Learning Media by Undergraduate Medical Students in Pharmacology: A Prospective Cohort Study
Gutmann, Joanna; Kühbeck, Felizian; Berberat, Pascal O.; Fischer, Martin R.; Engelhardt, Stefan; Sarikas, Antonio
2015-01-01
The ubiquity of the internet and computer-based technologies has an increasing impact on higher education and the way students access information for learning. Moreover, there is a paucity of information about the quantitative and qualitative use of learning media by the current student generation. In this study we systematically analyzed the use of digital and non-digital learning resources by undergraduate medical students. Daily online surveys and semi-structured interviews were conducted with a cohort of 338 third year medical students enrolled in a general pharmacology course. Our data demonstrate a predominant use of digital over non-digital learning resources (69 ± 7% vs. 31 ± 7%; p < 0.01) by students. Most used media for learning were lecture slides (26.8 ± 3.0%), apps (22.0 ± 3.7%) and personal notes (15.5 ± 2.7%), followed by textbooks (> 300 pages) (10.6 ± 3.3%), internet search (7.9 ± 1.6%) and e-learning cases (7.6 ± 3.0%). When comparing learning media use of teaching vs. pre-exam self-study periods, textbooks were used significantly less during self-study (-55%; p < 0.01), while exam questions (+334%; p < 0.01) and e-learning cases (+176%; p < 0.01) were utilized more. Taken together, our study revealed a high prevalence and acceptance of digital learning resources by undergraduate medical students, in particular mobile applications. PMID:25849565
ERIC Educational Resources Information Center
Vinogradova, Polina; Linville, Heather A.; Bickel, Beverly
2011-01-01
This article explores the power of English language learners' digital stories as student-centered projects and offers practical suggestions for language teachers interested in trying digital storytelling. The article explains pedagogical practices and digital storytelling in the context of contemporary scholarship on inclusive pedagogy,…
What Does it Mean to Publish Data in Earth System Science Data Journal?
NASA Astrophysics Data System (ADS)
Carlson, D.; Pfeiffenberger, H.
2015-12-01
The availability of more than 120 data sets in ESSD represents an unprecedented effort by providers, data centers and ESSD. ESSD data sets and their accompanying data descriptions undergo rigorous review. The data sets reside at any of more than 20 cooperating data centers. The ESSD publication process depends on but challenges the concepts of digital object identification and exacerbates the varied interpretations of the phrase 'data publication'. ESSD adopts the digital object identifier (doi). Key questions apply to doi's and other identifiers. How will persistent identifiers point accurately to distributed or replicated data? How should data centers and data publishers use identifier technologies to ensure authenticity and integrity? Should metadata associated with identifiers distinguish among raw, quality controlled and derived data processing levels, or indicate license or copyright status?Data centers publish data sets according to internal metadata standards but without indicators of quality control. Publication in this sense indicates availability. National data portals compile, serve and publish data products as a service to national researchers and, often, to meet national requirements. Publication in this second case indicates availability in a national context; the data themselves may still reside at separate data centers. Data journals such as ESSD or Scientific Data publish peer-reviewed, quality controlled data sets. These data sets almost always reside at a separate data center - the journal and the center maintain explicit identifier linkages. Data journals add quality to the feature of availability. A single data set processed through these layers will generate three independent doi's but the doi's will provide little information about availability or quality. Could the data world learn from the URL world to consider additions? Suffixes? Could we use our experience with processing levels or data maturity to propose and agree such extensions?
3D interactive augmented reality-enhanced digital learning systems for mobile devices
NASA Astrophysics Data System (ADS)
Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie
2013-03-01
With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.
Approaches to Learning Design: Past the Head and the Hands to the HEART of the Matter
ERIC Educational Resources Information Center
Donald, Claire; Blake, Adam; Girault, Isabelle; Datt, Ashwini; Ramsay, Elizabeth
2009-01-01
Digital technologies have been used increasingly in open, distance, and flexible learning to both facilitate learning and depict learning designs. While the portable nature of a learning design once captured in digital form appears to offer limitless possibilities for sharing and reuse, dissemination initiatives have failed to thrive. This may be…
Psychology Teaching Resources in the MERLOT Digital Learning Objects Catalog
ERIC Educational Resources Information Center
Brinthaupt, Thomas M.; Pilati, Michelle L.; King, Beverly R.
2008-01-01
MERLOT (Multimedia Educational Resource for Learning and Online Teaching) is a free multidisciplinary catalog of digital learning materials, peer reviews, learning assignments, and member comments designed to facilitate faculty instruction. The catalog's goal is to expand the quantity and quality of peer-reviewed online teaching materials. We…
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
ERIC Educational Resources Information Center
Woo, Jeng-Chung
2014-01-01
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Profiling Language Learners in Hybrid Learning Contexts: Learners' Perceptions
ERIC Educational Resources Information Center
Lintunen, Pekka; Mutta, Maarit; Pelttari, Sanna
2017-01-01
This article discusses formal and informal foreign language learning before university level. The focus is on beginning university students' perceptions of their earlier learning experiences, especially in digital contexts. Language learners' digital competence is a part of their everyday lives, but its relationship to learning in and outside…
ERIC Educational Resources Information Center
Benini, Silvia; Murray, Liam
2013-01-01
More than 10 years have passed since the first introduction of the term "digital natives" in Prensky's (2001a, 2001b) two seminal articles. Prensky argues that students today, having grown up in the Digital Age, learn differently from their predecessors, or "digital immigrants". As such, the pedagogical tools and methods used…
The Digital Skills Paradox: How Do Digitally Excluded Youth Develop Skills to Use the Internet?
ERIC Educational Resources Information Center
Eynon, Rebecca; Geniets, Anne
2016-01-01
Digital skills are an important aspect of ensuring that all young people are digitally included. Yet, there tends to be an assumption in popular discourse that young people can simply learn these skills by themselves. While experience of technologies forms an important part of the learning process, other resources (i.e., access to technology and…
ERIC Educational Resources Information Center
Moeller, Babette
2010-01-01
The goal of the User-Centered Digital Library Project, conducted by the National Center for Accessible Media (NCAM) at WGBH, was to adapt the Teachers' Domain online digital library to enable teachers and students with disabilities to more readily use the resources in science classrooms. NCAM added accessibility features such as captions and audio…
Christiansen, Angela
2011-04-01
This paper reports the findings of a phenomenographic study which sought to identify the different ways in which patient digital stories influence students' professional learning. Patient digital stories are short multimedia presentations that combine personal narratives, images and music to create a unique and often emotional story of a patients' experience of health care. While these are increasingly used in professional education little is known about how and what students learn through engagement with patient digital stories. Drawing upon interviews with 20 students within a pre-registration nursing programme in the UK, the study identifies four qualitatively different ways in which students approach and make sense of patient digital stories with implications for learning and professional identity development. Through an identification of the critical aspects of this variation valuable insights are generated into the pedagogic principles likely to engender transformational learning and patient centred practice. Copyright © 2010 Elsevier Ltd. All rights reserved.
Kanthan, Rani; Senger, Jenna-Lynn
2011-01-01
The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.
Di Giacomo, Dina; Ranieri, Jessica; Lacasa, Pilar
2017-01-01
Large use of technology improved quality of life across aging and favoring the development of digital skills. Digital skills can be considered an enhancing to human cognitive activities. New research trend is about the impact of the technology in the elaboration information processing of the children. We wanted to analyze the influence of technology in early age evaluating the impact on cognition. We investigated the performance of a sample composed of n. 191 children in school age distributed in two groups as users: high digital users and low digital users. We measured the verbal and visuoperceptual cognitive performance of children by n. 8 standardized psychological tests and ad hoc self-report questionnaire. Results have evidenced the influence of digital exposition on cognitive development: the cognitive performance is looked enhanced and better developed: high digital users performed better in naming, semantic, visual memory and logical reasoning tasks. Our finding confirms the data present in literature and suggests the strong impact of the technology using not only in the social, educational and quality of life of the people, but also it outlines the functionality and the effect of the digital exposition in early age; increased cognitive abilities of the children tailor digital skilled generation with enhanced cognitive processing toward to smart learning.
Twelve tips for using digital storytelling to promote reflective learning by medical students.
Sandars, John; Murray, Christopher; Pellow, Andy
2008-01-01
Digital storytelling has potential to motivate students to engage in reflective learning since it uses a range of new technologies and multimedia that are more familiar to young people. The use of visual and audio media offers creative opportunities that can motivate students to develop deeper learning. A structured approach to creating a digital story is essential so that its potential is achieved.
ERIC Educational Resources Information Center
Campana, Joe
2014-01-01
Informal learning networks play a key role in the skill and professional development of professionals, working in micro-businesses within Australia's digital media industry, as they do not have access to learning and development or human resources sections that can assist in mapping their learning pathway. Professionals working in this environment…
ERIC Educational Resources Information Center
Bell, Justine C.
2014-01-01
To test the claim that digital learning tools enhance the acquisition of visual literacy in this generation of biology students, a learning intervention was carried out with 33 students enrolled in an introductory college biology course. This study compared learning outcomes following two types of learning tools: a traditional drawing activity, or…
Digital Badges--Rewards for Learning?
ERIC Educational Resources Information Center
Shields, Rebecca; Chugh, Ritesh
2017-01-01
Digital badges are quickly becoming an appropriate, easy and efficient way for educators, community groups and other professional organisations, to exhibit and reward participants for skills obtained in professional development or formal and informal learning. This paper offers an account of digital badges, how they work and the underlying…
Distributed Leadership and Digital Collaborative Learning: A Synergistic Relationship?
ERIC Educational Resources Information Center
Harris, Alma; Jones, Michelle; Baba, Suria
2013-01-01
This paper explores the synergy between distributed leadership and digital collaborative learning. It argues that distributed leadership offers an important theoretical lens for understanding and explaining how digital collaboration is best supported and led. Drawing upon evidence from two online educational platforms, the paper explores the…
Student Satisfaction with Asynchronous Learning
ERIC Educational Resources Information Center
Dziuban, Charles; Moskal, Patsy; Brophy, Jay; Shea, Peter
2007-01-01
The authors discuss elements that potentially impact student satisfaction with asynchronous learning: the media culture, digital, personal and mobile technologies, student learning preferences, pedagogy, complexities of measurement, and the digital generation. They describe a pilot study to identify the underlying dimensions of student…
ERIC Educational Resources Information Center
Dickey, Michele D.
2015-01-01
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
ERIC Educational Resources Information Center
Nuttall, Joce; Edwards, Susan; Mantilla, Ana; Grieshaber, Sue; Wood, Elizabeth
2015-01-01
Digital technologies are increasingly accepted as a viable aspect of early childhood curriculum. However, teacher uptake of digital technologies in early childhood education and their use with young children in play-based approaches to learning have not been strong. Traditional approaches to the problem of teacher uptake of digital technologies in…
On the Need for Research Evidence to Guide the Design of Computer Games for Learning
ERIC Educational Resources Information Center
Mayer, Richard E.
2015-01-01
Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…
The Effects of Digital Learning Material on Students' Mathematics Learning in Vocational Education
ERIC Educational Resources Information Center
Zwart, Diana P.; Van Luit, Johannes E. H.; Noroozi, Omid; Goei, Sui Lin
2017-01-01
This study investigates the effects of Digital Learning Material (DLM) including instructional clips, online guidance, structuring of content, and a collaboration tool on students' mathematics learning in Dutch vocational education. A pretest-posttest design was used. Apprenticeship students were asked to complete assignments and to discuss them…
ERIC Educational Resources Information Center
Costa, Jonathan P., Sr.
2012-01-01
The evidence is undeniable and abundant: the future of learning and work is digital. Yet despite the possibilities, progress toward a truly 21st century learning environment is painfully lacking: the printed page still forms the foundation of learning for most students. How can public schools meet the challenges of the modern learner when they are…
Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts
ERIC Educational Resources Information Center
Denham, André R.; Guyotte, Kelly W.
2018-01-01
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…
User Acceptance of Mobile Knowledge Management Learning System: Design and Analysis
ERIC Educational Resources Information Center
Chen, Hong-Ren; Huang, Hui-Ling
2010-01-01
Thanks to advanced developments in wireless technology, learners can now utilize digital learning websites at anytime and anywhere. Mobile learning captures more and more attention in the wave of digital learning. Evolving use of knowledge management plays an important role to enhance problem solving skills. Recently, innovative approaches for…
Response to "Expanding Access to Learning with Mobile Digital Devices"
ERIC Educational Resources Information Center
Vanek, Jen
2017-01-01
In his article "Expanding Access to Learning with Mobile Digital Devices" (EJ1150752), Jeff Carter recommended a balanced perspective when measuring the potential of mobile learning to redefine teaching and learning for adults with basic skills needs. In response to Carter's article, the author makes some recommendations that she thinks…
ERIC Educational Resources Information Center
Dalton, Elizabeth M.
2017-01-01
Universal Design for Learning (UDL), a framework for designing instruction to address the wide range of learner variation in today's inclusive classrooms, can be applied effectively to broaden access, understanding, and engagement in digital and media literacy learning for ALL. UDL supports constructivist learning principles. UDL strategies and…
Learning Analytics for Communities of Inquiry
ERIC Educational Resources Information Center
Kovanovic, Vitomir; Gaševic, Dragan; Hatala, Marek
2014-01-01
This paper describes doctoral research that focuses on the development of a learning analytics framework for inquiry-based digital learning. Building on the Community of Inquiry model (CoI)--a foundation commonly used in the research and practice of digital learning and teaching--this research builds on the existing body of knowledge in two…
Designing Science Learning with Game-Based Approaches
ERIC Educational Resources Information Center
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina
2014-01-01
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Do pre-trained deep learning models improve computer-aided classification of digital mammograms?
NASA Astrophysics Data System (ADS)
Aboutalib, Sarah S.; Mohamed, Aly A.; Zuley, Margarita L.; Berg, Wendie A.; Luo, Yahong; Wu, Shandong
2018-02-01
Digital mammography screening is an important exam for the early detection of breast cancer and reduction in mortality. False positives leading to high recall rates, however, results in unnecessary negative consequences to patients and health care systems. In order to better aid radiologists, computer-aided tools can be utilized to improve distinction between image classifications and thus potentially reduce false recalls. The emergence of deep learning has shown promising results in the area of biomedical imaging data analysis. This study aimed to investigate deep learning and transfer learning methods that can improve digital mammography classification performance. In particular, we evaluated the effect of pre-training deep learning models with other imaging datasets in order to boost classification performance on a digital mammography dataset. Two types of datasets were used for pre-training: (1) a digitized film mammography dataset, and (2) a very large non-medical imaging dataset. By using either of these datasets to pre-train the network initially, and then fine-tuning with the digital mammography dataset, we found an increase in overall classification performance in comparison to a model without pre-training, with the very large non-medical dataset performing the best in improving the classification accuracy.
Theorizing the Self: Digital Storytelling, Applying Theory, and Multimodal Learning
ERIC Educational Resources Information Center
Kortegast, Carrie; Davis, Jonathan
2017-01-01
This article discusses the use of digital storytelling, a pedagogical tool, to enhance student learning and meaning-making. During the process of creating and sharing their digital stories, students engaged in self-reflexivity and demonstrated the ability to apply theories of student development to their personal experiences. Findings have…
Enriching Critical Thinking and Language Learning with Educational Digital Libraries
ERIC Educational Resources Information Center
Lu, Hsin-lin
2012-01-01
As the amount of information available in online digital libraries increases exponentially, questions arise concerning the most productive way to use that information to advance learning. Applying the earlier information seeking theories advocated by Kelly (1963), Taylor (1968), and Belkin (1980) to the digital libraries experience, Carol Kuhlthau…
Digital Games for Learning Mathematics: Possibilities and Limitations
ERIC Educational Resources Information Center
Jorgensen, Robyn; Lowrie, Tom
2012-01-01
Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback…
ERIC Educational Resources Information Center
Van Rooy, Wilhelmina S.
2012-01-01
Background: The ubiquity, availability and exponential growth of digital information and communication technology (ICT) creates unique opportunities for learning and teaching in the senior secondary school biology curriculum. Digital technologies make it possible for emerging disciplinary knowledge and understanding of biological processes…
Migrant Adult Learners and Digital Literacy: Using DBR to Support Teaching and Learning
ERIC Educational Resources Information Center
Vanek, Jenifer B.
2017-01-01
This research explores the difficulties faced by many migrant, refugee, and immigrant adults confronted with technological ubiquity in economically developed countries. Preparing migrant adult learners for the digital world by building digital literacy skills can help to maintain home language proficiency, support English language learning, and…
Agoras: Towards Collaborative Game-Based Learning Experiences on Surfaces
ERIC Educational Resources Information Center
Catala, Alejandro; Garcia-Sanjuan, Fernando; Pons, Patricia; Jaen, Javier; Mocholi, Jose A.
2012-01-01
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of…
ERIC Educational Resources Information Center
Zoch, Melody; Langston-DeMott, Brooke; Adams-Budde, Melissa
2014-01-01
Elementary students find themselves engaged and learning at a digital writing camp. The authors find that such elementary students usually have limited access to technology at home and school, and posit that teachers should do all they can to give them more access to and experience in digital composing. Students were motivated and learned to use…
ERIC Educational Resources Information Center
Horn, Michael B.
2013-01-01
State policy is crucial to the spread of digital-learning opportunities at the elementary and secondary level. A review of recent legislative action reveals policies that are constantly in flux and differ quite markedly from one state to another. Some have hoped for model digital-learning legislation that could handle all the various issues…
Interactive Digital Textbooks and Engagement: A Learning Strategies Framework
ERIC Educational Resources Information Center
Bikowski, Dawn; Casal, J. Elliott
2018-01-01
This mixed-methods study explored non-native English speaking students' learning processes and engagement as they used a customized interactive digital textbook housed on a mobile device. Think aloud protocols, surveys of anticipated and actual engagement with the digital textbook, reflective journals, and member checking constituted data…
Digital Learning in Schools: Conceptualizing the Challenges and Influences on Teacher Practice
ERIC Educational Resources Information Center
Blundell, Christopher; Lee, Kar-Tin; Nykvist, Shaun
2016-01-01
Digital technologies are an important requirement for curriculum expectations, including general ICT capability and STEM education. These technologies are also positioned as mechanisms for educational reform via transformation of teacher practice. It seems, however, that wide-scale transformation of teacher practice and digital learning remain…
Learning the Virtual Life: Public Pedagogy in a Digital World
ERIC Educational Resources Information Center
Trifonas, Peter Pericles, Ed.
2011-01-01
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. "Living the Virtual Life" offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations…
Digital Storytelling: An Alternative Way of Expressing Oneself
ERIC Educational Resources Information Center
Hartsell, Taralynn
2017-01-01
Digital storytelling has many implications in teaching and learning. As a way to communicate ideas, experiences, beliefs, and topics to an audience through the use of technology and multimedia, digital stories help storytellers acquire many different skills and literacies. The most important aspect is that the storyteller learns to create stories…
NASA Astrophysics Data System (ADS)
Van Rooy, Wilhelmina S.
2012-04-01
Background: The ubiquity, availability and exponential growth of digital information and communication technology (ICT) creates unique opportunities for learning and teaching in the senior secondary school biology curriculum. Digital technologies make it possible for emerging disciplinary knowledge and understanding of biological processes previously too small, large, slow or fast to be taught. Indeed, much of bioscience can now be effectively taught via digital technology, since its representational and symbolic forms are in digital formats. Purpose: This paper is part of a larger Australian study dealing with the technologies and modalities of learning biology in secondary schools. Sample: The classroom practices of three experienced biology teachers, working in a range of NSW secondary schools, are compared and contrasted to illustrate how the challenges of limited technologies are confronted to seamlessly integrate what is available into a number of molecular genetics lessons to enhance student learning. Design and method: The data are qualitative and the analysis is based on video classroom observations and semi-structured teacher interviews. Results: Findings indicate that if professional development opportunities are provided where the pedagogy of learning and teaching of both the relevant biology and its digital representations are available, then teachers see the immediate pedagogic benefit to student learning. In particular, teachers use ICT for challenging genetic concepts despite limited computer hardware and software availability. Conclusion: Experienced teachers incorporate ICT, however limited, in order to improve the quality of student learning.
ERIC Educational Resources Information Center
Afify, Mohammed Kamal
2018-01-01
The present study aims to identify standards of interactive digital concepts maps design and their measurement indicators as a tool to develop, organize and administer e-learning content in the light of Meaningful Learning Theory and Constructivist Learning Theory. To achieve the objective of the research, the author prepared a list of E-learning…
Learning About End-of-Life Care in Nursing-A Global Classroom Educational Innovation.
Bailey, Cara; Hewison, Alistair; Orr, Shelly; Baernholdt, Marianne
2017-11-01
Teaching nursing students how to provide patient-centered end-of-life care is important and challenging. As traditional face-to-face classroom teaching is increasingly supplanted by digital technology, this provides opportunities for developing new forms of end-of-life care education. The aim of this article is to examine how a global classroom was developed using online technology to enhance nursing students' learning of end-of-life care in England and the United States. The PDSA (Plan-Do-Study-Act) quality improvement approach was used to guide the design and delivery of this curriculum innovation. The global classroom enhanced the educational experience for students. Teaching needs to be inclusive, focused, and engaging; the virtual platform must be stable and support individual learning, and learning needs to be collaborative and authentic. These findings can be used to inform the integration of similar approaches to end-of-life care education in other health care professional preparation programs. [J Nurs Educ. 2017;56(11):688-691.]. Copyright 2017, SLACK Incorporated.
Tsai, Jason Sheng-Hong; Du, Yan-Yi; Huang, Pei-Hsiang; Guo, Shu-Mei; Shieh, Leang-San; Chen, Yuhua
2011-07-01
In this paper, a digital redesign methodology of the iterative learning-based decentralized adaptive tracker is proposed to improve the dynamic performance of sampled-data linear large-scale control systems consisting of N interconnected multi-input multi-output subsystems, so that the system output will follow any trajectory which may not be presented by the analytic reference model initially. To overcome the interference of each sub-system and simplify the controller design, the proposed model reference decentralized adaptive control scheme constructs a decoupled well-designed reference model first. Then, according to the well-designed model, this paper develops a digital decentralized adaptive tracker based on the optimal analog control and prediction-based digital redesign technique for the sampled-data large-scale coupling system. In order to enhance the tracking performance of the digital tracker at specified sampling instants, we apply the iterative learning control (ILC) to train the control input via continual learning. As a result, the proposed iterative learning-based decentralized adaptive tracker not only has robust closed-loop decoupled property but also possesses good tracking performance at both transient and steady state. Besides, evolutionary programming is applied to search for a good learning gain to speed up the learning process of ILC. Copyright © 2011 ISA. Published by Elsevier Ltd. All rights reserved.
Phillips, Kathryn A.; Douglas, Michael P.; Trosman, Julia R.; Marshall, Deborah A.
2016-01-01
Two key trends that emerge from the growth of “Big Data” and the emphasis on patient-centered healthcare are the increasing use of personalized medicine and digital medicine. In order for these technologies to move into mainstream health care and be reimbursed by insurers, it will be essential to have evidence that their benefits provide reasonable value relative to their costs. However, these technologies have complex characteristics that present challenges to assessment of their economic value. Previous work has identified these challenges for personalized medicine and thus this work can inform the more nascent topic of digital medicine. Our objective is to examine the methodological challenges and future opportunities for assessing the economic value of digital medicine, using personalized medicine as a comparison. We focus specifically on “digital biomarker technologies” and “multigene tests”. We identified similarities in these technologies that can present challenges to economic evaluation: multiple results, results with different types of utilities, secondary findings, downstream impact (including on family members), and interactive effects. Using a structured review, we found that there are few economic evaluations of digital biomarker technologies, with limited results. We conclude that more evidence on effectiveness of digital medicine will be needed but that the experiences with personalized medicine can inform what data will be needed and how such analyses can be conducted. Our study points out the critical need for typologies and terminology for digital medicine technologies that would enable them to be classified in ways that will facilitate research on their effectiveness and value. PMID:28212968
ERIC Educational Resources Information Center
Eagle, Sarah
2012-01-01
This paper develops an approach to thinking about young children, digital technologies and learning, drawing on research literature that relates children's learning to the use of books, and on literature that discusses the nature of interaction between adults and children and its relationship to children's learning. An analysis is given of parents…
ERIC Educational Resources Information Center
Krull, G. E.; Mallinson, B. J.; Sewry, D. A.
2006-01-01
The development of Internet technologies has the ability to provide a new era of easily accessible and personalised learning, facilitated through the flexible deployment of small, reusable pieces of digital learning content over networks. Higher education institutions can share and reuse digital learning resources in order to improve their…
The Need for a Strategic Foundation for Digital Learning and Knowledge Management Solutions
ERIC Educational Resources Information Center
Asgarkhani, Mehdi
2004-01-01
This paper elaborates on the importance of a strategic foundation when digital learning or knowledge management (KM) solutions are planned and developed. It looks at some key issues of e-Learning and knowledge management (KM) through discussing the various stages (technologies) and potential benefits of e-Learning; the state of the e-Learning…
ERIC Educational Resources Information Center
Niess, Margaret L.; Gillow-Wiles, Henry
2014-01-01
This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…
ERIC Educational Resources Information Center
Engeness, Irina; Edwards, Anne
2017-01-01
The relationship between the different mediational means for supporting students' learning with digital tools in science group work in a Norwegian lower-secondary school is examined. Analyses of teacher-student and student-student interactions are located in cultural-historical theory and draw on Galperin's conceptualisation of learning processes.…
A Digital Coach That Provides Affective and Social Learning Support to Low-Literate Learners
ERIC Educational Resources Information Center
Schouten, Dylan G. M.; Venneker, Fleur; Bosse, Tibor; Neerincx, Mark A.; Cremers, Anita H. M.
2018-01-01
In this study, we investigate if a digital coach for low-literate learners that provides cognitive learning support based on scaffolding can be improved by adding affective learning support based on motivational interviewing, and social learning support based on small talk. Several knowledge gaps are identified: motivational interviewing and small…
Weblogs for English Language Learning: Students' Perceptions
ERIC Educational Resources Information Center
Wan, Juida; Tan, Bee Hoon
2011-01-01
The digital explosion of information on the Internet has resulted in a need for a new and up-to-date way for Digital Natives to learn English. Educators have reported numerous benefits of using weblogs in English language learning. This article presents a small scale study on the use of weblogs for English language learning at tertiary level in…
ERIC Educational Resources Information Center
Sun, Zhong; Jiang, Yuzhen
2015-01-01
Digital textbooks that offer multimedia features, interactive controls, e-annotation and learning process tracking are gaining increasing attention in today's mobile learning era, particularly with the rapid development of mobile learning terminals such as Apple's iPad series and Android-based models. Accordingly, this study explores how…
ERIC Educational Resources Information Center
Bannin, B. Pidgeon
2016-01-01
The adult learner has experienced a massive change in learning options. From a traditional face-to-face classroom with the professor imparting knowledge to a mobile digital learning venue that encourages self-direction and transformative learning, the student is the focus and the professor becomes the facilitator. Adult learners seek out learning…
Assessment of Learning in Digital Interactive Social Networks: A Learning Analytics Approach
ERIC Educational Resources Information Center
Wilson, Mark; Gochyyev, Perman; Scalise, Kathleen
2016-01-01
This paper summarizes initial field-test results from data analytics used in the work of the Assessment and Teaching of 21st Century Skills (ATC21S) project, on the "ICT Literacy--Learning in digital networks" learning progression. This project, sponsored by Cisco, Intel and Microsoft, aims to help educators around the world enable…
Cognitive Learning Styles and Digital Equity: Searching for the Middle Way
ERIC Educational Resources Information Center
Hardaker, Glenn; Dockery, Richard; Sabki, A'ishah Ahmad
2010-01-01
This research is driven by a desire to understand the lifelong learner in the context of styles of learning and the emerging implications of technology enhanced learning for digital equity. Recognising cognitive learning styles is the first step educators need to take in order to be most effective in working with students of diversity and bridging…
Learning Design and Inquiry in Australian History Classrooms
ERIC Educational Resources Information Center
Carroll, Kay
2012-01-01
Global and digital connectivity transform Australian classrooms by creating rich environments for inquiry learning. Developing inquiry learning in this Information Communication Technology (ICT) context is an Australian educational goal. Recently the Australian Curriculum reform and the Digital Education Revolution has become a catalyst for…
Li, Jie; Li, Qing Ling; Li, Ji; Chen, Ming Liang; Xie, Hong Fu; Li, Ya Ping; Chen, Xiang
2013-01-01
The precise effect and the quality of different cases used in dermatology problem-based learning (PBL) curricula are yet unclear. To prospectively compare the impact of real patients, digital, paper PBL (PPBL) and traditional lecture-based learning (LBL) on academic results and student perceptions. A total of 120 students were randomly allocated into either real-patients PBL (RPBL) group studied via real-patient cases, digital PBL (DPBL) group studied via digital-form cases, PPBL group studied via paper-form cases, or conventional group who received didactic lectures. Academic results were assessed through review of written examination, objective structured clinical examination and student performance scores. A five-point Likert scale questionnaire was used to evaluate student perceptions. Compared to those receiving lectures only, all PBL participants had better results for written examination, clinical examination and overall performance. Students in RPBL group exhibited better overall performance than those in the other two PBL groups. Real-patient cases were more effective in helping develop students' self-directed learning skills, improving their confidence in future patient encounters and encouraging them to learn more about the discussed condition, compared to digital and paper cases. Both real patient and digital triggers are helpful in improving students' clinical problem-handling skills. However, real patients provide greater benefits to students.
Engineer Modeling Study. Volume II. Users Manual.
1982-09-01
Distribution Center, Digital Equip- ment Corporation, 1980). The following paragraphs briefly describe each of the major input sections...abbreviation 3. A sequence number for post-processing 4. Clock time 5. Order number pointer (six digits ) 6. Job number pointer (six digits ) 7. Unit number...KIT) Users Manual (Boeing Computer % Services, Inc., 1977). S VAX/VMS Users Manual. Volume 3A (Software Distribution Center, Digital Equipment
Intergenerational Learning Practices--Digital Leaders in Schools
ERIC Educational Resources Information Center
Passey, Don
2014-01-01
This paper explores the management and outcomes of a specific model of intergenerational learning, concerned with student digital leader support in a number of secondary schools in England. A local educational partnership set up a student digital leader project late in 2011, which aimed to develop a range of skills and outcomes for both the…
Supporting Teachers' Reflection and Learning through Structured Digital Teaching Portfolios
ERIC Educational Resources Information Center
Sung, Y. -T.; Chang, K. -E.; Yu, W. -C.; Chang, T. -H.
2009-01-01
Digital teaching portfolios have been proposed as an effective tool for teacher learning and professional development, but there is a lack of empirical evidence supporting their effectiveness. This study proposed the design of a structured digital portfolio equipped with multiple aids (e.g. self-assessment, peer assessment, discussion and journal…
ERIC Educational Resources Information Center
Henderson, Michael; Selwyn, Neil; Aston, Rachel
2017-01-01
Digital technologies are now an integral aspect of the university student experience. As such, academic research has understandably focused on the potential of various digital technologies to enable, extend and even "enhance" student learning. This paper offers an alternate perspective on these issues by exploring students' actual…
Digital Learning: Meeting the Challenges and Embracing the Opportunities for Teachers. Issue Brief
ERIC Educational Resources Information Center
Collier, Denise; Burkholder, Karla; Branum, Tabitha
2013-01-01
Today's students are often called "digital-age learners"--reflecting their technological savvy and free-agent approach to learning. With their iPods, iPhones, computer games, social media pages, and text messaging, these digital-age students have access to resources and knowledge beyond traditional school structures and practices. These…
ERIC Educational Resources Information Center
Fuller, Ian C.; France, Derek
2016-01-01
The connection between fieldwork and development of graduate attributes is explored in this paper. Digital technologies present opportunities to potentially enhance the learning experience of students undertaking fieldwork, and develop core digital attributes and competencies required by Higher Education Institutions (HEIs) and employers. This…
Digital Portfolios and Learning: The Students' Voices
ERIC Educational Resources Information Center
Donnelly, Brian Francis
2010-01-01
The convergence of innovations in digital technologies and expanding global internet connectivity has given rise to an emerging field of study identified as Digital Media and Learning (DML). (Davidson and Goldberg, 2009; Gee, 2009; Ito, Horst and Bittanti, 2008; Jenkins and Purushotma, 2008). In describing his work for the MacArthur Foundation's…
Identifying Different Registers of Digital Literacy in Virtual Learning Environments
ERIC Educational Resources Information Center
Knutsson, Ola; Blasjo, Mona.; Hallsten, Stina; Karlstrom, Petter
2012-01-01
In this paper social semiotics, and systemic functional linguistics in particular, are used in order to identify registers of digital literacy in the use of virtual learning environments. The framework of social semiotics provides means to systemize and discuss digital literacy as a linguistic and semiotic issue. The following research question…
ERIC Educational Resources Information Center
Gobel, Peter; Kano, Makimi
2016-01-01
Digital storytelling projects provide a variety of opportunities for learning in the language classroom, but along with these opportunities come a number of challenges for both pedagogy and technology. This presentation describes an ongoing multi-method study into factors involved in task-based learning using digital storytelling. Using intact…
Student Adoption & Development of Digital Learning Media: Action Research and Recommended Practices
ERIC Educational Resources Information Center
Tabor, Sharon W.; Minch, Robert P.
2013-01-01
Digital technologies offer many opportunities for creating engaging course content. In this study we captured student perceptions and adoption choices related to creating and using digital media as learning tools. Podcasts, video and other media were integrated in a variety of contexts and tasks in two undergraduate information technology (IT)…
Endogenous Fantasy and Learning in Digital Games
ERIC Educational Resources Information Center
Habgood, M. P. J.; Ainsworth, S. E.; Benford, S.
2005-01-01
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
A Principled Approach to Utilizing Digital Games in the Language Learning Classroom
ERIC Educational Resources Information Center
Baierschmidt, Jared
2013-01-01
Empirical research into the use of digital games for educational purposes has shown promising results such as increased learner motivation, improved learner retention of information, and increased learner interest in subject matter. Furthermore, in the field of language learning, digital games have been used successfully in a variety of ways such…
Literary Education and Digital Learning: Methods and Technologies for Humanities Studies
ERIC Educational Resources Information Center
van Peer, Willie, Ed.; Zyngier, Sonia, Ed.; Viana, Vander, Ed.
2010-01-01
Today's popularization of modern technologies has allowed literature specialists to access an array of new opportunities in the digital medium, which have brought about an equal number of challenges and questions. This book provides insight into the most relevant issues in literary education and digital learning. This unique reference fills a gap…
Learner-Controlled Scaffolding Linked to Open-Ended Problems in a Digital Learning Environment
ERIC Educational Resources Information Center
Edson, Alden Jack
2017-01-01
This exploratory study reports on how students activated learner-controlled scaffolding and navigated through sequences of connected problems in a digital learning environment. A design experiment was completed to (re)design, iteratively develop, test, and evaluate a digital version of an instructional unit focusing on binomial distributions and…
ERIC Educational Resources Information Center
Mohamed Razali, Abu Bakar
2013-01-01
Very little is known about how teachers' "conceptualizations" of digital technology and their "uses" of the technology evolve and relate. Yet knowing about and understanding teachers' conceptions and uses of digital technology are essential for learning how teachers integrate it effectively for student learning. By applying…
Designing Social Media for Informal Learning and Knowledge Maturing in the Digital Workplace
ERIC Educational Resources Information Center
Ravenscroft, A.; Schmidt, A.; Cook, J.; Bradley, C.
2012-01-01
This paper presents an original approach to designing social media that support informal learning in the digital workplace. It adapts design-based research to take into account the embeddedness of interactions within digitally mediated work-based contexts. The approach is demonstrated through the design, implementation, and evaluation of software…
Designing Computer-Based Learning Contents: Influence of Digital Zoom on Attention
ERIC Educational Resources Information Center
Glaser, Manuela; Lengyel, Dominik; Toulouse, Catherine; Schwan, Stephan
2017-01-01
In the present study, we investigated the role of digital zoom as a tool for directing attention while looking at visual learning material. In particular, we analyzed whether minimal digital zoom functions similarly to a rhetorical device by cueing mental zooming of attention accordingly. Participants were presented either static film clips, film…
Young Children's Learning with Digital Media
ERIC Educational Resources Information Center
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon
2009-01-01
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Brain-Based Teaching in the Digital Age
ERIC Educational Resources Information Center
Sprenger, Marilee
2010-01-01
In the digital age, your students have the ways, means, and speed to gather any information they want. But they need your guidance more than ever. Discover how digital technology is actually changing your students' brains. Learn why this creates new obstacles for teachers, but also opens up potential new pathways for learning. You will understand…
Introduction of Digital Storytelling in Preschool Education: A Case Study from Croatia
ERIC Educational Resources Information Center
Preradovic, Nives Mikelic; Lesin, Gordana; Boras, Damir
2016-01-01
Our case study from Croatia showed the benefits of digital storytelling in a preschool as a basis for the formal ICT education. The statistical analysis revealed significant differences between children aged 6-7 who learned mathematics by traditional storytelling compared to those learning through digital storytelling. The experimental group that…
NASA Astrophysics Data System (ADS)
Wiana, W.
2018-02-01
This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Non-equivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.
NASA Astrophysics Data System (ADS)
Rajbanshi, Roshani
With access to technology and expectation by the mainstream, the use of technology in the classroom has become essential these days. However, the problem in science education is that with classrooms filled with technological equipment, the teaching style is didactic, and teachers employ traditional teacher-centered methods in the classroom. In addition, results of international assessments indicate that students' science learning needs to be improved. The purpose of this study is to analyze and document the lived experience of middle-school science teachers and their use of technology in personal, professional lives as well as in their classroom and to describe the phenomenon of middle-school science teachers' technological beliefs for integration of digital devices or technology as an instructional delivery tool, knowledge construction tool and learning tool. For this study, technology is defined as digital devices such as computer, laptops, digital camera, iPad that are used in the science classroom as an instructional delivery tool, as a learning tool, and as a knowledge construction tool. Constructivism is the lens, the theoretical framework that guides this qualitative phenomenological research. Observation, interview, personal journal, photo elicitation, and journal reflection are used as methods of data collection. Data was analyzed based on a constructivist theoretical framework to construct knowledge and draw conclusion. MAXQDA, a qualitative analysis software, was also used to analyze the data. The findings indicate that middle-school science teachers use technology in various ways to engage and motivate students in science learning; however, there are multiple factors that influence teachers' technology use in the class. In conclusion, teacher, students, and technology are the three sides of the triangle where technology acts as the third side or the bridge to connect teachers' content knowledge to students through the tool with which students are familiar. Keywords: Teachers' belief, science and technology, knowledge construction.
Accelerating Development of Expertise: A Digital Tutor for Navy Technical Training
2014-11-01
assess the fairness or equality of learning provided to learners across the spectrum. They found the digital tutoring to be more equitably distributed...7 A. Why Information Technology? ...........................................................................7 B. Identifying Learning ...Focus— Learning or Theory ........................................................................51 4. Blending with Human Monitors and Mentors
Does Every Research Library Need a Digital Humanities Center?
ERIC Educational Resources Information Center
Schaffner, Jennifer; Erway, Ricky
2014-01-01
The digital humanities (DH) are attracting considerable attention and funding at the same time that this nascent field is striving for an identity. Some research libraries are making significant investments by creating digital humanities centers. However, questions about whether such investments are warranted persist across the cultural heritage…
ERIC Educational Resources Information Center
Granger, Stewart; Dekkers, Makx; Weibel, Stuart L.; Kirriemuir, John; Lensch, Hendrik P. A.; Goesele, Michael; Seidel, Hans-Peter; Birmingham, William; Pardo, Bryan; Meek, Colin; Shifrin, Jonah; Goodvin, Renee; Lippy, Brooke
2002-01-01
One opinion piece and five articles in this issue discuss: digital preservation infrastructure; accomplishments and changes in the Dublin Core Metadata Initiative in 2001 and plans for 2002; video gaming and how it relates to digital libraries and learning technologies; overview of a music retrieval system; and the online version of the…
A flexible, open, decentralized system for digital pathology networks.
Schuler, Robert; Smith, David E; Kumaraguruparan, Gowri; Chervenak, Ann; Lewis, Anne D; Hyde, Dallas M; Kesselman, Carl
2012-01-01
High-resolution digital imaging is enabling digital archiving and sharing of digitized microscopy slides and new methods for digital pathology. Collaborative research centers, outsourced medical services, and multi-site organizations stand to benefit from sharing pathology data in a digital pathology network. Yet significant technological challenges remain due to the large size and volume of digitized whole slide images. While information systems do exist for managing local pathology laboratories, they tend to be oriented toward narrow clinical use cases or offer closed ecosystems around proprietary formats. Few solutions exist for networking digital pathology operations. Here we present a system architecture and implementation of a digital pathology network and share results from a production system that federates major research centers.
A Flexible, Open, Decentralized System for Digital Pathology Networks
SMITH, David E.; KUMARAGURUPARAN, Gowri; CHERVENAK, Ann; LEWIS, Anne D.; HYDE, Dallas M.; KESSELMAN, Carl
2014-01-01
High-resolution digital imaging is enabling digital archiving and sharing of digitized microscopy slides and new methods for digital pathology. Collaborative research centers, outsourced medical services, and multi-site organizations stand to benefit from sharing pathology data in a digital pathology network. Yet significant technological challenges remain due to the large size and volume of digitized whole slide images. While information systems do exist for managing local pathology laboratories, they tend to be oriented toward narrow clinical use cases or offer closed ecosystems around proprietary formats. Few solutions exist for networking digital pathology operations. Here we present a system architecture and implementation of a digital pathology network and share results from a production system that federates major research centers. PMID:22941985
ERIC Educational Resources Information Center
Guthrie, Patricia Ann
2010-01-01
In recent years, learning objects have emerged as an instructional tool for teachers. Digital libraries and collections provide teachers with free or fee-base access to a variety of learning objects from photos and famous speeches to Flash animations and interactive Java Applets. Learning objects offer opportunities for students to interact with…
Designing Digital Game-Based Learning Environments
ERIC Educational Resources Information Center
An, Yun-Jo; Bonk, Curtis J.
2009-01-01
With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…
ERIC Educational Resources Information Center
Olkun, Sinan; Altun, Arif; Deryakulu, Deniz
2009-01-01
It is important for teachers of mathematics to know how pupils react to certain mathematical situations and what these reactions imply, in order to design more effective instructional environments based on their learning needs. This study reports the development processes of a digital learning tool (Learning Tool for Elementary School Teachers…
Use of Personal Digital Assistants (PDAs) in Reflection on Learning and Practice
ERIC Educational Resources Information Center
Ranson, Sonya L.; Boothby, John; Mazmanian, Paul E.; Alvanzo, Anika
2007-01-01
Introduction: As the use of personal digital assistants (PDAs) grows, the value of reflection of learning and practice draws increased attention from policymakers and evaluators. To learn more about the use of PDAs in practice and learning, the present study describes use of (1) PDAs in patient care and (2) a PDA version of the Virginia Board of…
ERIC Educational Resources Information Center
Hung, Chun-Ming; Hwang, Gwo-Jen; Huang, Iwen
2012-01-01
Although project-based learning is a well-known and widely used instructional strategy, it remains a challenging issue to effectively apply this approach to practical settings for improving the learning performance of students. In this study, a project-based digital storytelling approach is proposed to cope with this problem. With a…
Digital learning objects in nursing consultation: technology assessment by undergraduate students.
Silveira, DeniseTolfo; Catalan, Vanessa Menezes; Neutzling, Agnes Ludwig; Martinato, Luísa Helena Machado
2010-01-01
This study followed the teaching-learning process about the nursing consultation, based on digital learning objects developed through the active Problem Based Learning method. The goals were to evaluate the digital learning objects about nursing consultation, develop cognitive skills on the subject using problem based learning and identify the students' opinions on the use of technology. This is an exploratory and descriptive study with a quantitative approach. The sample consisted of 71 students in the sixth period of the nursing program at the Federal University of Rio Grande do Sul. The data was collected through a questionnaire to evaluate the learning objects. The results showed positive agreement (58%) on the content, usability and didactics of the proposed computer-mediated activity regarding the nursing consultation. The application of materials to the students is considered positive.
[Digital learning object for diagnostic reasoning in nursing applied to the integumentary system].
da Costa, Cecília Passos Vaz; Luz, Maria Helena Barros Araújo
2015-12-01
To describe the creation of a digital learning object for diagnostic reasoning in nursing applied to the integumentary system at a public university of Piaui. A methodological study applied to technological production based on the pedagogical framework of problem-based learning. The methodology for creating the learning object observed the stages of analysis, design, development, implementation and evaluation recommended for contextualized instructional design. The revised taxonomy of Bloom was used to list the educational goals. The four modules of the developed learning object were inserted into the educational platform Moodle. The theoretical assumptions allowed the design of an important online resource that promotes effective learning in the scope of nursing education. This study should add value to nursing teaching practices through the use of digital learning objects for teaching diagnostic reasoning applied to skin and skin appendages.
Digital recording as a teaching and learning method in the skills laboratory.
Strand, Ingebjørg; Gulbrandsen, Lise; Slettebø, Åshild; Nåden, Dagfinn
2017-09-01
To obtain information on how nursing students react to, think about and learn from digital recording as a learning and teaching method over time. Based on the teaching and learning philosophy of the university college, we used digital recording as a tool in our daily sessions in skills laboratory. However, most of the studies referred to in the background review had a duration of from only a few hours to a number of days. We found it valuable to design a study with a duration of two academic semesters. A descriptive and interpretative design was used. First-year bachelor-level students at the department of nursing participated in the study. Data collection was carried out by employing an 'online questionnaire'. The students answered five written, open-ended questions after each of three practical skill sessions. Kvale and Brinkmann's three levels of understanding were employed in the analysis. The students reported that digital recording affected factors such as feeling safe, secure and confident and that video recording was essential in learning and training practical skills. The use of cameras proved to be useful, as an expressive tool for peer learning because video recording enhances self-assessment, reflection, sensing, psychomotor performance and discovery learning. Digital recording enhances the student's awareness when acquiring new knowledge because it activates cognitive and emotional learning. The connection between tutoring, feedback and technology was clear. The digital recorder gives students direct and immediate feedback on their performance from the various practical procedures, and may aid in the transition from theory to practice. Students experienced more self-confidence and a feeling of safety in their performances. © 2016 John Wiley & Sons Ltd.
Compensation Still Matters: Language Learning Strategies in Third Millennium ESL Learners
ERIC Educational Resources Information Center
Shakarami, Alireza; Hajhashemi, Karim; Caltabiano, Nerina J.
2017-01-01
Digital media play enormous roles in much of the learning, communication, socializing, and ways of working for "Net-Generation" learners who are growing up in a wired world. Living in this digital era may require different ways of communicating, thinking, approaching learning, prioritizing strategies, interpersonally communicating, and…
Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?
ERIC Educational Resources Information Center
Nesbitt, Dallas; Müller, Amanda
2016-01-01
Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…
Leveraging Digital Technology in Social Studies Education
ERIC Educational Resources Information Center
Lundy, Sarah Elizabeth
2014-01-01
Today's K-12 classrooms are increasingly comprised of students who accomplish much of their informal learning through digital media and technology. In response, a growing number of educators are considering how they might draw upon these informal learning experiences to support student engagement and learning in the classroom through technology.…
A Reflexive Evaluation of Technology-Enhanced Learning
ERIC Educational Resources Information Center
Young, Suzanne; Nichols, Helen
2017-01-01
This article explores the lived experiences of two academics in a UK Higher Education Institution who have embedded digital learning approaches within their curriculum delivery. Achieving student excellence can be impeded by a lack of engagement and sense of identity on large courses. Digital learning strategies can offer opportunities to overcome…
Digital Game-Based Learning: What's Literacy Got to Do With It?
ERIC Educational Resources Information Center
Spires, Hiller A.
2015-01-01
Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…
Supporting Lifelong Learning in the Information Age
ERIC Educational Resources Information Center
Zhou, Wei; Yasuda, Takami; Yokoi, Shigeki
2007-01-01
Many countries are considering lifelong learning, which is becoming an important education goal, and promoting lifelong learning in the information age. With the development of Information and Communications Technology (ICT), digital divides have become a major concern in the world. In this study, we focus on three dimensions of digital divides in…
Digital Games: Changing Education, One Raid at a Time
ERIC Educational Resources Information Center
Pivec, Paul; Pivec, Maja
2011-01-01
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
Digital Learning: Strengthening and Assessing 21st Century Skills, Grades 5-8
ERIC Educational Resources Information Center
Serim, Ferdi
2012-01-01
This comprehensive book offers a practical pathway for developing twenty-first-century skills while simultaneously strengthening content-area learning. "Digital Learning" contains a wealth of research-based practices to integrate the International Society for Technology in Education (ISTE) National Education Technology Standards (NETS) for both…
Digital Badges for Staff Training: Motivate Employees to Learn with Micro-Credentials
ERIC Educational Resources Information Center
Copenhaver, Kimberly; Pritchard, Liz
2017-01-01
Integrating micro-credentialing into employee training programs offers libraries an innovative and individualized way to recognize and certify learning and achievement. Digital badges provide a low-cost initiative to support learning benefiting both the individual and institution, offering evidence of skill development that transcends the library…
Mobile Learning Devices. Essentials for Principals
ERIC Educational Resources Information Center
Rogers, Kipp D.
2011-01-01
In "Mobile Learning Devices," the author helps educators confront and overcome their fears and doubts about using mobile learning devices (MLDs) such as cell phones, personal digital assistants, MP3 players, handheld games, digital audio players, and laptops in classrooms. School policies that ban such tools are outdated, the author suggests;…
Intentional Vocabulary Learning Using Digital Flashcards
ERIC Educational Resources Information Center
Hung, Hsiu-Ting
2015-01-01
As an attempt to follow through on the claims made by proponents of intentional vocabulary learning, the present study set out to examine whether and how digital flashcards can be incorporated into a university course to promote the vocabulary learning of English language learners. The overall research findings underscore the value of learning…
Teaching, Learning, and Sharing Openly Online
ERIC Educational Resources Information Center
O'Byrne, W. Ian; Roberts, Verena; LaBonte, Randy; Graham, Lee
2015-01-01
Open learning is becoming a critical focus for K-12 technology-supported programs as the importance of digital literacy and digital freedoms for all learners grows. This article describes current open learning policy, open educational resources and potential implications for open practice and ends with suggestions for future research in open…
Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning
ERIC Educational Resources Information Center
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng
2012-01-01
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
CSU Digital Ambassadors: An Empowering and Impactful Faculty Learning Community
ERIC Educational Resources Information Center
Soodjinda, Daniel; Parker, Jessica K.; Ross, Donna L.; Meyer, Elizabeth J.
2014-01-01
This article chronicles the work of the California State University Digital Ambassador Program (DA), a Faculty Learning Community (FLC), which brought together 13 faculty members across the state to create ongoing, targeted spaces of support for colleagues and educational partners to learn about innovative technological and pedagogical practices…
Learning to Draw through Digital Modelling
ERIC Educational Resources Information Center
Temple, Stephen
2016-01-01
The education of architectural designers begins by learning drawing and digital modelling following the notion that students learn these new modes as instruments of thinking in design process. Curricular arguments persist about which mode should follow the other. Difficulties occur when one mode replaces the other. Students uninitiated to design…
Jongsma, Marijtje L A; Gerrits, Niels J H M; van Rijn, Clementina M; Quiroga, Rodrigo Quian; Maes, Joseph H R
2012-07-01
The aim of this study was to track recall performance and event-related potentials (ERPs) across multiple trials in a digit-learning task. When a sequence is practiced by repetition, the number of errors typically decreases and a learning curve emerges. Until now, almost all ERP learning and memory research has focused on effects after a single presentation and, therefore, fails to capture the dynamic changes that characterize a learning process. However, the current study used a free-recall task in which a sequence of ten auditory digits was presented repeatedly. Auditory sequences of ten digits were presented in a logical order (control sequences) or in a random order (experimental sequences). Each sequence was presented six times. Participants had to reproduce the sequence after each presentation. EEG recordings were made at the time of the digit presentations. Recall performance for the control sequences was close to asymptote right after the first learning trial, whereas performance for the experimental sequences initially displayed primacy and recency effects. However, these latter effects gradually disappeared over the six repetitions, resulting in near-asymptotic recall performance for all digits. The performance improvement for the middle items of the list was accompanied by an increase in P300 amplitude, implying a close correspondence between this ERP component and the behavioral data. These results, which were discussed in the framework of theories on the functional significance of the P300 amplitude, add to the scarce empirical data on the dynamics of ERP responses in the process of intentional learning. Copyright © 2011 Elsevier B.V. All rights reserved.
Effects of digital game-based learning on student engagement and academic achievement
NASA Astrophysics Data System (ADS)
Little, Timothy W.
This experimental study was designed to determine the effect of digital game-based learning on student engagement and academic achievement. The sample was comprised of 34 students enrolled in a secondary Biology class in a rural public school. The study utilized an experimental pretest-posttest design with switching replications. After random assignment, students participated in one of two supplemental learning activities: playing a digital game designed to review science concepts or participating in a lab to review the same concepts. Students subsequently switched activities. Student achievement data were collected on mastery of science concepts, and student engagement data were collected utilizing self- and teacher-reported measures. Data were analyzed using analysis of variance (ANOVA) with repeated measures. Results demonstrated that the digital game was as effective as the lab activity at increasing teacher-reported student engagement and academic achievement. These findings may be of interest to school administrators or directors of teacher preparation programs on the potential effectiveness of digital games as a learning tool.
Dealing with Unseen Obstacles to Education in the Digital Age
ERIC Educational Resources Information Center
Powell, Valerie J. H.; Sirinterlikci, Arif; Zomp, Christopher; Johnson, Randall S.; Miller, Phillip; Powell, James C.
2013-01-01
This paper updates the efforts to educate blind students in higher education in the digital age and describes how to support the development of mental models in learning through tactile learning and 3D-printing technology. It cites research documenting a drop in Braille literacy along with the growth in use of digital technologies by blind…
Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis
ERIC Educational Resources Information Center
Byun, JaeHwan; Joung, Eunmi
2018-01-01
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
The Relationship between Digital Leadership and Digital Implementation in Elementary Schools
ERIC Educational Resources Information Center
Domeny, Jami V.
2017-01-01
New technological advances are changing the landscape for both teaching and learning at a rapid pace. With an increase in the focus and allocation of funding on technology, schools need leaders who can facilitate the change process and support a digital learning culture for technology integration. As with any focus and initiative in education, the…
A Study of Supplementing Conventional Business Education with Digital Games
ERIC Educational Resources Information Center
Ellahi, Abida; Zaka, Bilal; Sultan, Fahd
2017-01-01
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…
ERIC Educational Resources Information Center
Kaplan-Rakowski, Regina; Loranc-Paszylk, Barbara
2017-01-01
This study examines learners' perceptions of the helpfulness of various multimedia components embedded in digital flashcards for explicit, informal foreign language vocabulary learning. Advanced learners of English (N = 59) studied 48 new words using digital flashcards on smartphones. After ten days, the learners completed perception surveys. The…
Moving Digital Libraries into the Student Learning Space: The GetSmart Experience
ERIC Educational Resources Information Center
Marshall, Byron B.; Chen, Hsinchun; Shen, Rao; Fox, Edward A.
2006-01-01
The GetSmart system was built to support theoretically sound learning processes in a digital library environment by integrating course management, digital library, and concept mapping components to support a constructivist, six-step, information search process. In the fall of 2002 more than 100 students created 1400 concept maps as part of…
ERIC Educational Resources Information Center
Phillips, Michael
2016-01-01
This book advances an alternative reading of the social, political and cultural issues surrounding schools and technology and develops a comprehensive overview of the interplay between policy, practice and identity in school workplaces. It explores how digital technologies have become an integral element of the politics and socially negotiated…
The Nerdy Teacher: Pedagogical Identities for a Digital Age
ERIC Educational Resources Information Center
Hull, Glynda; Scott, John; Higgs, Jennifer
2014-01-01
Professional learning around digital media often focuses on tool use and neglects consideration of teachers as interested, creative producers of digital media artifacts. The best way to help teachers learn about and adapt technology in their classrooms is by immersing them in hands-on work in the same way their students use social networks and…
ERIC Educational Resources Information Center
Rimando, Marylen; Smalley, K. Bryant; Warren, Jacob C.
2015-01-01
This article describes the design, implementation and lessons learned from a digital storytelling project in a health promotion theory course. From 2011-2012, 195 health promotion majors completed a digital storytelling project at a Midwestern university. The instructor observed students' understanding of theories and models. This article adds to…
Examining Digital Literacy Competences and Learning Habits of Open and Distance Learners
ERIC Educational Resources Information Center
Ozdamar-Keskin, Nilgun; Ozata, Fatma Zeynep; Banar, Kerim; Royle, Karl
2015-01-01
The purpose of the study is to examine digital literacy competences and learning habits of learners enrolled in the open and distance education system of Anadolu University in Turkey. Data were gathered from 20.172 open and distance learners through a survey which included four parts: demographic information, abilities to use digital technologies,…
Applying the Quadratic Usage Framework to Research on K-12 STEM Digital Learning Resources
ERIC Educational Resources Information Center
Luetkemeyer, Jennifer R.
2016-01-01
Numerous policymakers have called for K-12 educators to increase their effectiveness by transforming science, technology, engineering, and mathematics (STEM) learning and teaching with digital resources and tools. In this study we outline the significance of studying pressing issues related to use of digital resources in the K-12 environment and…
Greening the Net Generation: Outdoor Adult Learning in the Digital Age
ERIC Educational Resources Information Center
Walter, Pierre
2013-01-01
Adult learning today takes place primarily within walled classrooms or in other indoor settings, and often in front of various types of digital screens. As adults have adopted the digital technologies and indoor lifestyle attributed to the so-called "Net Generation," we have become detached from contact with the natural world outdoors.…
PATRON: Using a Multimedia Digital Library for Learning and Teaching in the Performing Arts.
ERIC Educational Resources Information Center
Lyon, Elizabeth
The creation and application of a multimedia digital library to support learning and teaching in the performing arts is described. PATRON (Performing Arts Teaching Resources Online) delivers audio, video, music scores, dance notation, and theater scripts to the desktop via an innovative Web-based interface. Digital objects are linked subjectively…
Toward a New Approach to the Evaluation of a Digital Curriculum Using Learning Analytics
ERIC Educational Resources Information Center
Rangel, Virginia Snodgrass; Bell, Elizabeth R.; Monroy, Carlos; Whitaker, J. Reid
2015-01-01
Understanding how an educational intervention is implemented is essential to evaluating its effectiveness. With the increased use of digital tools in classrooms, however, traditional methods of measuring implementation fall short. Fortunately, there is a way to learn about the interactions that users have with digital tools that are embedded into…
ERIC Educational Resources Information Center
Vickery, Jacqueline Ryan
2014-01-01
This article considers how after-school digital media clubs, as an example of informal learning, can provide meaningful opportunities for youth to participate in the creation of interest-driven learning ecologies through media production. Ethnographic research was conducted in two after-school digital media clubs at a large, ethnically diverse,…
How Digital Technologies, Blended Learning and MOOCs Will Impact the Future of Higher Education
ERIC Educational Resources Information Center
Morris, Neil P.
2014-01-01
Digital technologies are revolutionizing all parts of society, including higher education. Universities are rapidly adapting to the prevalence of staff and student mobile devices, digital tools and services on campus, and are developing strategies to harness these technologies to enhance student learning. In this paper, I explore the use of…
The Digital Natives as Learners: Technology Use Patterns and Approaches to Learning
ERIC Educational Resources Information Center
Thompson, Penny
2013-01-01
This study investigated the claims made in the popular press about the "digital native" generation as learners. Because students' lives today are saturated with digital media at a time when their brains are still developing, many popular press authors claim that this generation of students thinks and learns differently than any generation that has…
The Effect of Digital Video Games on EFL Students' Language Learning Motivation
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2017-01-01
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
ERIC Educational Resources Information Center
Dube, Sibusisiwe; Scott, Elsje
2017-01-01
This study investigated the perspectives of university students on the use of digital technologies as tools for teaching and learning. Digital technologies are an essential asset for academic institutions as they can support strategic teaching and learning objectives for education institutions. Studies have shown that limited use of digital…
English Digital Dictionaries as Valuable Blended Learning Tools for Palestinian College Students
ERIC Educational Resources Information Center
Dwaik, Raghad A. A.
2015-01-01
Digital technology has become an indispensable aspect of foreign language learning around the globe especially in the case of college students who are often required to finish extensive reading assignments within a limited time period. Such pressure calls for the use of efficient tools such as digital dictionaries to help them achieve their…
Microarthroscopy System With Image Processing Technology Developed for Minimally Invasive Surgery
NASA Technical Reports Server (NTRS)
Steele, Gynelle C.
2001-01-01
In a joint effort, NASA, Micro Medical Devices, and the Cleveland Clinic have developed a microarthroscopy system with digital image processing. This system consists of a disposable endoscope the size of a needle that is aimed at expanding the use of minimally invasive surgery on the knee, ankle, and other small joints. This device not only allows surgeons to make smaller incisions (by improving the clarity and brightness of images), but it gives them a better view of the injured area to make more accurate diagnoses. Because of its small size, the endoscope helps reduce physical trauma and speeds patient recovery. The faster recovery rate also makes the system cost effective for patients. The digital image processing software used with the device was originally developed by the NASA Glenn Research Center to conduct computer simulations of satellite positioning in space. It was later modified to reflect lessons learned in enhancing photographic images in support of the Center's microgravity program. Glenn's Photovoltaic Branch and Graphics and Visualization Lab (G-VIS) computer programmers and software developers enhanced and speed up graphic imaging for this application. Mary Vickerman at Glenn developed algorithms that enabled Micro Medical Devices to eliminate interference and improve the images.
Ayad, Essam; Yagi, Yukako
2012-01-01
Telepathology, the practice of pathology at a long distance, has advanced continuously since 1986. The progress of telepathology passed through four stages: Static, Dynamic, Hybrid & Whole Slide Imaging. A pilot project between the Italian Hospital in Cairo & the Civico Hospital in Palermo was completed successfully, applying the static & dynamic techniques of telepathology. This project began in 2003 and continued till now. In 2004, centers in Venice, London and Pittsburgh participated actively in our project. Over eight years we consulted on many problematic pathological cases with specialized pathological centers in Italy, U.K. & U.S.A. In addition to the highly specialized scientific value, we saved a lot of time and money. We concluded from our experience that telepathology is a very useful and applicable tool for additional consulting on difficult pathological cases especially for emerging countries. In view of this success we have already established our Digital Telepathology Unit in Cairo University, using the WSI technique in teaching which was greatly successful and encouraged us to build a huge digital pathology library which will expand our telepathology & E-learning programs to cover staff and students in Egypt and Eastern Mediterranean.
Ayad, Essam; Yagi, Yukako
2012-01-01
Background: Telepathology, the practice of pathology at a long distance, has advanced continuously since 1986. The progress of telepathology passed through four stages: Static, Dynamic, Hybrid & Whole Slide Imaging. Materials and Methods: A pilot project between the Italian Hospital in Cairo & the Civico Hospital in Palermo was completed successfully, applying the static & dynamic techniques of telepathology. This project began in 2003 and continued till now. In 2004, centers in Venice, London and Pittsburgh participated actively in our project. Results: Over eight years we consulted on many problematic pathological cases with specialized pathological centers in Italy, UK & USA. In addition to the highly specialized scientific value, we saved a lot of time and money. Conclusion: We concluded from our experience that telepathology is a very useful and applicable tool for additional consulting on difficult pathological cases especially for emerging countries. In view of this success we have already established our Digital Telepathology Unit in Cairo University, using the WSI technique in teaching which was greatly successful and encouraged us to build a huge digital pathology library which will expand our telepathology & E-learning programs to cover staff and students in Egypt and Eastern Mediterranean. PMID:22297472
Digital lectures for learning gross anatomy: a study of their efficacy.
Singh, Anudeep; Min, Aung Ko Ko
2017-03-01
The current study investigates the level of students' learning and attitudes towards the teaching and learning process when using digital lectures to teach gross anatomy to year 1 medical students. The study sampled year 1 medical students of cohorts 2013 and 2014. The year 1 medical students in 2013 were taught gross anatomy of the heart by didactic classroom lectures while those in 2014 were taught with digital lectures using the same content. A review session was conducted for the 2014 cohort. A 19-item survey was distributed amongst students to investigate their attitudes and feedback. The data were analysed using SPSS software. The 2014 cohort had a mean score of 47.65 for short essay questions and 51.19 for multiple choice questions, while the 2013 cohort scored an average of 36.80 for short essay questions and 49.22 for multiple choice questions. The difference in scores for each type of question was found to be significant. Using a 5-point Likert scale, students gave an average of 4.11 when asked if they liked the teaching and learning process and would like it to be applied further. The results of the study provide strong evidence that the digital teaching and learning process was well received by students and could also lead to improved performance. Digital lectures can provide a satisfactory substitute for classroom lectures to teach gross anatomy, thus providing flexibility in learning and efficient learning, whilst also freeing lecture slots to promote mastery learning.
A Survey of Digital Humanities Centers in the United States. CLIR Publication No. 143
ERIC Educational Resources Information Center
Zorich, Diane M.
2008-01-01
In preparation for the 2008 Scholarly Communications Institute (SCI 6) focused on humanities research centers, the Council on Library and Information Resources (CLIR) commissioned a survey of digital humanities centers (DHCs). The immediate goals of the survey were to identify the extent of these centers and to explore their financing,…
Learning in Stochastic Bit Stream Neural Networks.
van Daalen, Max; Shawe-Taylor, John; Zhao, Jieyu
1996-08-01
This paper presents learning techniques for a novel feedforward stochastic neural network. The model uses stochastic weights and the "bit stream" data representation. It has a clean analysable functionality and is very attractive with its great potential to be implemented in hardware using standard digital VLSI technology. The design allows simulation at three different levels and learning techniques are described for each level. The lowest level corresponds to on-chip learning. Simulation results on three benchmark MONK's problems and handwritten digit recognition with a clean set of 500 16 x 16 pixel digits demonstrate that the new model is powerful enough for the real world applications. Copyright 1996 Elsevier Science Ltd
Global health education: a pilot in trans-disciplinary, digital instruction
Wipfli, Heather; Press, David J.; Kuhn, Virginia
2013-01-01
Background The development of new global health academic programs provides unique opportunities to create innovative educational approaches within and across universities. Recent evidence suggests that digital media technologies may provide feasible and cost-effective alternatives to traditional classroom instruction; yet, many emerging global health academic programs lag behind in the utilization of modern technologies. Objective We created an inter-departmental University of Southern California (USC) collaboration to develop and implement a course focused on digital media and global health. Design Course curriculum was based on core tenants of modern education: multi-disciplinary, technologically advanced, learner-centered, and professional application of knowledge. Student and university evaluations were reviewed to qualitatively assess course satisfaction and educational outcomes. Results ‘New Media for Global Health’ ran for 18 weeks in the Spring 2012 semester with N=41 students (56.1% global health and 43.9% digital studies students). The course resulted in a number of high quality global health-related digital media products available at http://iml420.wordpress.com/. Challenges confronted at USC included administrative challenges related to co-teaching and frustration from students conditioned to a rigid system of teacher-led learning within a specific discipline. Quantitative and qualitative course evaluations reflected positive feedback for the course instructors and mixed reviews for the organization of the course. Conclusion The development of innovative educational programs in global health requires on-going experimentation and information sharing across departments and universities. Digital media technologies may have implications for future efforts to improve global health education. PMID:23643297
Global health education: a pilot in trans-disciplinary, digital instruction.
Wipfli, Heather; Press, David J; Kuhn, Virginia
2013-05-02
The development of new global health academic programs provides unique opportunities to create innovative educational approaches within and across universities. Recent evidence suggests that digital media technologies may provide feasible and cost-effective alternatives to traditional classroom instruction; yet, many emerging global health academic programs lag behind in the utilization of modern technologies. We created an inter-departmental University of Southern California (USC) collaboration to develop and implement a course focused on digital media and global health. Course curriculum was based on core tenants of modern education: multi-disciplinary, technologically advanced, learner-centered, and professional application of knowledge. Student and university evaluations were reviewed to qualitatively assess course satisfaction and educational outcomes. 'New Media for Global Health' ran for 18 weeks in the Spring 2012 semester with N=41 students (56.1% global health and 43.9% digital studies students). The course resulted in a number of high quality global health-related digital media products available at http://iml420.wordpress.com/. Challenges confronted at USC included administrative challenges related to co-teaching and frustration from students conditioned to a rigid system of teacher-led learning within a specific discipline. Quantitative and qualitative course evaluations reflected positive feedback for the course instructors and mixed reviews for the organization of the course. The development of innovative educational programs in global health requires on-going experimentation and information sharing across departments and universities. Digital media technologies may have implications for future efforts to improve global health education.
ERIC Educational Resources Information Center
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun
2017-01-01
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2016-01-01
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
Is an attention-based associative account of adjacent and nonadjacent dependency learning valid?
Pacton, Sébastien; Sobaco, Amélie; Perruchet, Pierre
2015-05-01
Pacton and Perruchet (2008) reported that participants who were asked to process adjacent elements located within a sequence of digits learned adjacent dependencies but did not learn nonadjacent dependencies and conversely, participants who were asked to process nonadjacent digits learned nonadjacent dependencies but did not learn adjacent dependencies. In the present study, we showed that when participants were simply asked to read aloud the same sequences of digits, a task demand that did not require the intentional processing of specific elements as in standard statistical learning tasks, only adjacent dependencies were learned. The very same pattern was observed when digits were replaced by syllables. These results show that the perfect symmetry found in Pacton and Perruchet was not due to the fact that the processing of digits is less sensitive to their distance than the processing of syllables, tones, or visual shapes used in most statistical learning tasks. Moreover, the present results, completed with a reanalysis of the data collected in Pacton and Perruchet (2008), demonstrate that participants are highly sensitive to violations involving the spacing between paired elements. Overall, these results are consistent with the Pacton and Perruchet's single-process account of adjacent and nonadjacent dependencies, in which the joint attentional processing of the two events is a necessary and sufficient condition for learning the relation between them, irrespective of their distance. However, this account should be completed to encompass the notion that the presence or absence of an intermediate event is an intrinsic component of the representation of an association. Copyright © 2015 Elsevier B.V. All rights reserved.
Inquiry-based Learning and Digital Libraries in Undergraduate Science Education
NASA Astrophysics Data System (ADS)
Apedoe, Xornam S.; Reeves, Thomas C.
2006-12-01
The purpose of this paper is twofold: to describe robust rationales for integrating inquiry-based learning into undergraduate science education, and to propose that digital libraries are potentially powerful technological tools that can support inquiry-based learning goals in undergraduate science courses. Overviews of constructivism and situated cognition are provided with regard to how these two theoretical perspectives have influenced current science education reform movements, especially those that involve inquiry-based learning. The role that digital libraries can play in inquiry-based learning environments is discussed. Finally, the importance of alignment among critical pedagogical dimensions of an inquiry-based pedagogical framework is stressed in the paper, and an example of how this can be done is presented using earth science education as a context.
NASA Astrophysics Data System (ADS)
Serkan Güllüoüǧlu, Sabri
2013-03-01
This paper outlines the main infrastructure for implicating mobile learning in medicine and present a sample mobile learning application for medical learning within the framework of mobile learning systems. Mobile technology is developing nowadays. In this case it will be useful to develop different learning environments using these innovations in internet based distance education. M-learning makes the most of being on location, providing immediate access, being connected, and acknowledges learning that occurs beyond formal learning settings, in places such as the workplace, home, and outdoors. Central to m-learning is the principle that it is the learner who is mobile rather than the device used to deliver m learning. The integration of mobile technologies into training has made learning more accessible and portable. Mobile technologies make it possible for a learner to have access to a computer and subsequently learning material and activities; at any time and in any place. Mobile devices can include: mobile phone, personal digital assistants (PDAs), personal digital media players (eg iPods, MP3 players), portable digital media players, portable digital multimedia players. Mobile learning (m-learning) is particularly important in medical education, and the major users of mobile devices are in the field of medicine. The contexts and environment in which learning occurs necessitates m-learning. Medical students are placed in hospital/clinical settings very early in training and require access to course information and to record and reflect on their experiences while on the move. As a result of this paper, this paper strives to compare and contrast mobile learning with normal learning in medicine from various perspectives and give insights and advises into the essential characteristics of both for sustaining medical education.
A survey of medical students on the impact of a new digital imaging library in the dissection room.
Turmezei, T D; Tam, M D B S; Loughna, S
2009-09-01
Radiology has a recognised role in undergraduate anatomy education. The recent digitalisation of radiology has created new learning opportunities involving techniques such as image labelling, 3D reconstruction, and multiplanar reformatting. An opportunity was identified at the University of Nottingham to create a digital library of normal radiology images as a learner-driven adjunct in anatomy dissection sessions. We describe the process of creating a de novo digital library by sourcing images for presentation at computer workstations. Students' attitudes towards this new resource were assessed using a questionnaire which used a 5 point Likert scale and also offered free text responses. One hundred and forty-one out of 260 students (54%) completed the questionnaire. The most notable findings were: a positive response to the relevance of imaging to the session topics (median score 4), strong agreement that images should be available on the university website (median score 5), and disagreement that enough workstations were available (median score 2). About 24% of respondents suggested independently that images needed more labeling to help with orientation and identification. This first phase of supplying a comprehensive imaging library can be regarded as a success. Increasing availability and incorporating dynamic labeling are well recognized as important design concepts for electronic learning resources and these will be improved in the second phase of delivery as a direct result of student feedback. Hopefully other centers can benefit from this experience and will consider such a venture to be worthwhile.
A Community Publication and Dissemination System for Hydrology Education Materials
NASA Astrophysics Data System (ADS)
Ruddell, B. L.
2015-12-01
Hosted by CUAHSI and the Science Education Resource Center (SERC), federated by the National Science Digital Library (NSDL), and allied with the Water Data Center (WDC), Hydrologic Information System (HIS), and HydroShare projects, a simple cyberinfrastructure has been launched for the publication and dissemination of data and model driven university hydrology education materials. This lightweight system's metadata describes learning content as a data-driven module with defined data inputs and outputs. This structure allows a user to mix and match modules to create sequences of content that teach both hydrology and computer learning outcomes. Importantly, this modular infrastructure allows an instructor to substitute a module based on updated computer methods for one based on outdated computer methods, hopefully solving the problem of rapid obsolescence that has hampered previous community efforts. The prototype system is now available from CUAHSI and SERC, with some example content. The system is designed to catalog, link to, make visible, and make accessible the existing and future contributions of the community; this system does not create content. Submissions from hydrology educators are eagerly solicited, especially for existing content.
The Comprehensive Evaluation of Electronic Learning Tools and Educational Software (CEELTES)
ERIC Educational Resources Information Center
Karolcík, Štefan; Cipková, Elena; Hrušecký, Roman; Veselský, Milan
2015-01-01
Despite the fact that digital technologies are more and more used in the learning and education process, there is still lack of professional evaluation tools capable of assessing the quality of used digital teaching aids in a comprehensive and objective manner. Construction of the Comprehensive Evaluation of Electronic Learning Tools and…
It's in the Bag: Digital Backpacks for Project-Based Learning
ERIC Educational Resources Information Center
Basham, James D.; Perry, Ernest; Meyer, Helen
2011-01-01
When it comes to technology, many schools know what they want. They want targeted and scalable solutions that enhance learning and meet the NETS.S. And the teachers in those schools want simple, strategic instructional frameworks for developing their students' basic and digital age skills while meeting diverse learning needs. But as many…
Digital Video: The Impact on Children's Learning Experiences in Primary Physical Education
ERIC Educational Resources Information Center
O'Loughlin, Joe; Chroinin, Deirdre Ni; O'Grady, David
2013-01-01
Technology can support teaching, learning and assessment in physical education. The purpose of this study was to examine children's perspectives and experiences of using digital video in primary physical education. The impact on motivation, feedback, self-assessment and learning was examined. Twenty-three children aged 9-10 years participated in a…
Quality Assurance for Digital Learning Object Repositories: Issues for the Metadata Creation Process
ERIC Educational Resources Information Center
Currier, Sarah; Barton, Jane; O'Beirne, Ronan; Ryan, Ben
2004-01-01
Metadata enables users to find the resources they require, therefore it is an important component of any digital learning object repository. Much work has already been done within the learning technology community to assure metadata quality, focused on the development of metadata standards, specifications and vocabularies and their implementation…
Researching Photographic Participatory Inquiry in an E-Learning Environment
ERIC Educational Resources Information Center
Grushka, Kathryn Meyer; Bellette, Aaron; Holbrook, Allyson
2014-01-01
This article focuses on the use of Photographic Participatory Inquiry (PPI) in researching the teaching and learning of photography in the e-learning environment. It is an arts-informed method drawing on digital tools to capture collective information as digital artefacts, which can then be accessed and harnessed to build critical and reflective…
Work Place Oriented Learning With Digital Media--Consequences for Competency Development
ERIC Educational Resources Information Center
Spottl, Georg; Schulte, Sven; Grantz, Torsten
2012-01-01
Due to their increasing availability and prevalence, digital media allow for a relocation of learning to work processes and support work process oriented learning. This can be put into practice with the aid of different medial/technological and didactical settings. Some examples are the application of mobile terminals, interactive platforms, or…
ERIC Educational Resources Information Center
Krumm, Andrew E.; Beattie, Rachel; Takahashi, Sola; D'Angelo, Cynthia; Feng, Mingyu; Cheng, Britte
2016-01-01
This paper outlines the development of practical measures of productive persistence using digital learning system data. Practical measurement refers to data collection and analysis approaches originating from improvement science; productive persistence refers to the combination of academic and social mindsets as well as learning behaviours that…
Blended Learning, E-Learning and Mobile Learning in Mathematics Education
ERIC Educational Resources Information Center
Borba, Marcelo C.; Askar, Petek; Engelbrecht, Johann; Gadanidis, George; Llinares, Salvador; Aguilar, Mario Sánchez
2016-01-01
In this literature survey we focus on identifying recent advances in research on digital technology in the field of mathematics education. To conduct the survey we have used internet search engines with keywords related to mathematics education and digital technology and have reviewed some of the main international journals, including the ones in…
Composing with New Technology: Teacher Reflections on Learning Digital Video
ERIC Educational Resources Information Center
Bruce, David L.; Chiu, Ming Ming
2015-01-01
This study explores teachers' reflections on their learning to compose with new technologies in the context of teacher education and/or teacher professional development. English language arts (ELA) teachers (n = 240) in 15 courses learned to use digital video (DV), completed at least one DV group project, and responded to open-ended survey…
Evaluating Learning in the 21st Century: A Digital Age Learning Matrix
ERIC Educational Resources Information Center
Starkey, Louise
2011-01-01
If the purpose of secondary schooling is to educate the upcoming generation to become active participants in society, evaluation of teaching and learning in the information-rich digital age should be underpinned by relevant theories and models. This article describes an evaluation tool developed using emerging ideas about knowledge creation and…
Children Learning to Use Technologies through Play: A Digital Play Framework
ERIC Educational Resources Information Center
Bird, Jo; Edwards, Susan
2015-01-01
Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…
Toward User Interfaces and Data Visualization Criteria for Learning Design of Digital Textbooks
ERIC Educational Resources Information Center
Railean, Elena
2014-01-01
User interface and data visualisation criteria are central issues in digital textbooks design. However, when applying mathematical modelling of learning process to the analysis of the possible solutions, it could be observed that results differ. Mathematical learning views cognition in on the base on statistics and probability theory, graph…
ERIC Educational Resources Information Center
Flavin, Michael
2017-01-01
This book is about how technologies are used in practice to support learning and teaching in higher education. Despite digitization and e-learning becoming ever-increasingly popular in university teaching settings, this book convincingly argues instead in favour of simple and convenient technologies, thus disrupting traditional patterns of…
A Comparative Study of E-Learning System for Smart Education
ERIC Educational Resources Information Center
An, SangJin; Lee, Eunkyoung; Lee, YoungJun
2013-01-01
Korean government aims to implement SMART education nationwide, so it is planning many ways to provide digital learning contents. There are some ways of distributing digital contents, and each way has its own characteristics. Edunet is a nationwide system for providing educational resource. Cyber Home Learning System is a regional service which…
SCCR Digital Learning System for Scientific Conceptual Change and Scientific Reasoning
ERIC Educational Resources Information Center
She, H. C.; Lee, C. Q.
2008-01-01
This study reports an adaptive digital learning project, scientific concept construction and reconstruction (SCCR), that was developed based on the theories of Dual Situated Learning Model (DSLM) and scientific reasoning. In addition, the authors investigated the effects of an SCCR related to a "combustion" topic for sixth grade students…
Digital Game Building: Learning in a Participatory Culture
ERIC Educational Resources Information Center
Li, Qing
2010-01-01
Background: The emergence of a participatory culture, brought about mainly by the use of Web2.0 technology, is challenging us to reconsider aspects of teaching and learning. Adapting the learning-as-digital-game-building approach, this paper explores how new educational practices can help students build skills for the 21st century. Purpose: This…
ERIC Educational Resources Information Center
Hoffman, Daniel L.
2013-01-01
The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…
ERIC Educational Resources Information Center
Murphy, Janet; Lebans, Robert
2009-01-01
Providing just-in-time job-embedded professional learning using a technologically mediated model achieves professional growth goals and encourages teachers to build digital literacy competencies and incorporate new technologies in instructional approaches in the classroom. This article highlights the lessons learned from an award-winning…
ERIC Educational Resources Information Center
Kjällander, Susanne
2018-01-01
Assessment in the much-discussed digital divide in Scandinavian technologically advanced schools, is the study object of this article. Interaction is studied to understand assessment; and to see how assessment can be didactically designed to recognise students' learning. With a multimodal, design theoretical perspective on learning teachers' and…
Beyond Access: Effective Digital Learning for a Globalized World
ERIC Educational Resources Information Center
Best, Jane; Dunlap, Allison
2012-01-01
Digital learning, supporters say, has the power to help prepare students for the workforce, improve student learning and educator effectiveness, and bring high-quality education to those who can't otherwise access it. However, great variability exists among schools and districts in terms of level of development and needs. This policy brief serves…
Digital Game's Impacts on Students' Learning Effectiveness of Correct Medication
ERIC Educational Resources Information Center
Shiue, Ya-Ming; Hsu, Yu-Chiung
2017-01-01
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
ERIC Educational Resources Information Center
Wu, Yun-Wu; Weng, Apollo; Weng, Kuo-Hua
2017-01-01
The purpose of this study is to design a knowledge conversion and management digital learning system for architecture design learning, helping students to share, extract, use and create their design knowledge through web-based interactive activities based on socialization, internalization, combination and externalization process in addition to…
Interactive Learning Units on Museum Websites
ERIC Educational Resources Information Center
Chong, Cordelia; Smith, Diantha
2017-01-01
Though it is well known that museums should embrace digital learning, many museum websites have not fully utilized digital learning resources, especially in interactive ways. In fact, in a survey of 225 websites of selected U.S. cultural institutions that have informal science education at the heart of their operations, we found that just 5% of…
Digital Doings: Curating Work-Learning Practices and Ecologies
ERIC Educational Resources Information Center
Thompson, Terrie Lynn
2016-01-01
Workers are faced with wider networks of knowledge generation amplified by the scale, diffusion, and critical mass of digital artefacts and web technologies globally. In this study of mobilities of work-learning practices, I draw on sociomaterial theorizing to explore how the work and everyday learning practices of self-employed workers or…
iLOG: A Framework for Automatic Annotation of Learning Objects with Empirical Usage Metadata
ERIC Educational Resources Information Center
Miller, L. D.; Soh, Leen-Kiat; Samal, Ashok; Nugent, Gwen
2012-01-01
Learning objects (LOs) are digital or non-digital entities used for learning, education or training commonly stored in repositories searchable by their associated metadata. Unfortunately, based on the current standards, such metadata is often missing or incorrectly entered making search difficult or impossible. In this paper, we investigate…
ERIC Educational Resources Information Center
Tucker-Raymond, Eli; Gravel, Brian E.; Wagh, Aditi; Wilson, Naeem; Manderino, Michael; Castek, Jill
2016-01-01
Digital literacies for disciplinary learning explores intersections of digital and disciplinary literacies across learning contexts such as community makerspaces and schools and examines learning across disciplines including the arts, engineering, science, social studies, language arts, and math. Columns will address work with both youth and…
Blended Learning in the Visual Communications Classroom: Student Reflections on a Multimedia Course
ERIC Educational Resources Information Center
George-Palilonis, Jennifer; Filak, Vincent
2009-01-01
Advances in digital technology and a rapidly evolving media landscape continue to dramatically change teaching and learning. Among these changes is the emergence of multimedia teaching and learning tools, online degree programs, and hybrid classes that blend traditional and digital content delivery. At the same time, visual communication programs…
ERIC Educational Resources Information Center
Gamrat, Christopher; Zimmerman, Heather Toomey; Dudek, Jaclyn; Peck, Kyle
2014-01-01
To provide customized workplace learning opportunities, a digital badge system was designed by a university, governmental agency and national professional association to support teachers' implementation of professional development (PD). Teacher Learning Journeys (TLJ) is an approach that allows for teachers to customize their PD experience to…
A digital peer-to-peer learning platform for clinical skills development.
Basnak, Jesse; Ortynski, Jennifer; Chow, Meghan; Nzekwu, Emeka
2017-02-01
Due to constraints in time and resources, medical curricula may not provide adequate opportunities for pre-clerkship students to practice clinical skills. To address this, medical students at the University of Alberta developed a digital peer-to-peer learning initiative. The initiative assessed if students can learn clinical skills from their peers in co-curricular practice objective structured clinical exams (OSCEs). A total of 144 first-year medical students participated. Students wrote case scenarios that were reviewed by physicians. Students enacted the cases in practice OSCEs, acting as the patient, physician, and evaluator. Verbal and electronic evaluations were completed. A digital platform was used to automate the process. Surveys were disseminated to assess student perceptions of their experience. Seventy-five percent of participants said they needed opportunities to practice patient histories and physical exams in addition to those provided in the medical school curriculum. All participants agreed that the co-curricular practice OSCEs met this need. The majority of participants also agreed that the digital platform was efficient and easy to use. Students found the practice OSCEs and digital platform effective for learning clinical skills. Thus, peer-to-peer learning and computer automation can be useful adjuncts to traditional medical curricula.
NASA Astrophysics Data System (ADS)
Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.
2015-08-01
This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.
Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment
NASA Astrophysics Data System (ADS)
Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel
Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.
ERIC Educational Resources Information Center
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley
2015-01-01
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Effects of Gender Differences and Spatial Abilities within a Digital Pentominoes Game
ERIC Educational Resources Information Center
Yang, Jie Chi; Chen, Sherry Y.
2010-01-01
Spatial ability is a critical skill in geometric learning. Several studies investigate how to use digital games to improve spatial abilities. However, not every learner favors this kind of support. To this end, there is a need to examine how human factors affect learners' reactions to the use of a digital game to support geometric learning. In…
ERIC Educational Resources Information Center
Dennen, Vanessa P.
2016-01-01
Digital learning environments are spaces in which data are shared, generated, and recorded. At the end of an online course, a rich collection of digital artifacts are left behind by the instructor and learners. Some artifacts are intentionally created learning materials and assignments, some are the products of class interaction in discussion…
A Dynamic Bayesian Network Based Structural Learning towards Automated Handwritten Digit Recognition
NASA Astrophysics Data System (ADS)
Pauplin, Olivier; Jiang, Jianmin
Pattern recognition using Dynamic Bayesian Networks (DBNs) is currently a growing area of study. In this paper, we present DBN models trained for classification of handwritten digit characters. The structure of these models is partly inferred from the training data of each class of digit before performing parameter learning. Classification results are presented for the four described models.
The Use of Digital Storytelling for ESP in a Technical English Course for Aerospace Engineers
ERIC Educational Resources Information Center
Sevilla-Pavón, Ana; Serra-Cámara, Belén; Gimeno-Sanz, Ana
2012-01-01
Digital Storytelling is a powerful pedagogical tool for both students and educators, which started to be used for teaching and learning purposes a few years ago, becoming more and more popular over time. The use of digital storytelling in non-specific language learning contexts has been widely explored, as shown in the literature. However, its use…
Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model
ERIC Educational Resources Information Center
Sundqvist, Pia
2013-01-01
The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…
ERIC Educational Resources Information Center
Folkestad, James E.; Banning, James
2010-01-01
Digital media applications (DMAs) have emerged in abundance over the last ten years. Enabled by exponential growth in computing power and inexpensive data storage, these applications are easy to use and inexpensive (often free) to own. DMAs not only allow users to produce digital content efficiently they allow users to exploit the connective power…
ERIC Educational Resources Information Center
Williamson, Ben
2013-01-01
Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations in the United States, Great Britain, and Australia that…
Phillips, Kathryn A; Douglas, Michael P; Trosman, Julia R; Marshall, Deborah A
2017-01-01
The growth of "big data" and the emphasis on patient-centered health care have led to the increasing use of two key technologies: personalized medicine and digital medicine. For these technologies to move into mainstream health care and be reimbursed by insurers, it will be essential to have evidence that their benefits provide reasonable value relative to their costs. These technologies, however, have complex characteristics that present challenges to the assessment of their economic value. Previous studies have identified the challenges for personalized medicine and thus this work informs the more nascent topic of digital medicine. To examine the methodological challenges and future opportunities for assessing the economic value of digital medicine, using personalized medicine as a comparison. We focused specifically on digital biomarker technologies and multigene tests. We identified similarities in these technologies that can present challenges to economic evaluation: multiple results, results with different types of utilities, secondary findings, downstream impact (including on family members), and interactive effects. Using a structured review, we found that there are few economic evaluations of digital biomarker technologies, with limited results. We conclude that more evidence on the effectiveness of digital medicine will be needed but that the experiences with personalized medicine can inform what data will be needed and how such analyses can be conducted. Our study points out the critical need for typologies and terminology for digital medicine technologies that would enable them to be classified in ways that will facilitate research on their effectiveness and value. Copyright © 2017 International Society for Pharmacoeconomics and Outcomes Research (ISPOR). Published by Elsevier Inc. All rights reserved.
Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.
NASA Astrophysics Data System (ADS)
Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.
2016-12-01
Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.
ERIC Educational Resources Information Center
Chesney, Sarah; Marcangelo, Caroline
2010-01-01
This small scale action research study investigated the experiences of learners over two iterations as they completed a patchwork text assignment within the digital medium of a personal learning system (PLS). The aim was to investigate the extent to which using a PLS can facilitate formative and collaborative feedback to assist student learning. A…
The Personal Digital Library (PDL)-based e-learning: Using the PDL as an e-learning support tool
NASA Astrophysics Data System (ADS)
Deng, Xiaozhao; Ruan, Jianhai
The paper describes a support tool for learners engaged in e-learning, the Personal Digital Library (PDL). The characteristics and functionality of the PDL are presented. Suggested steps for constructing and managing a PDL are outlined and discussed briefly. The authors believe that the PDL as a support tool of e-learning will be important and essential in the future.
ERIC Educational Resources Information Center
Zhan, Zehui; Xu, Fuyin; Ye, Huiwen
2011-01-01
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners' learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC,…
Design Guidelines for Digital Learning Material for Food Chemistry Education.
ERIC Educational Resources Information Center
Diederen, Julia; Gruppen, Harry; Voragen, Alphons G. J.; Hartog, Rob; Mulder, Martin; Biemans, Harm
This paper describes the first stage of a 4-year research project on the design, development and use of Web-based digital learning material for food chemistry education. The paper discusses design guidelines, based on principles that were selected from theories on learning and instruction, and illustrates in detail how these guidelines were used…
ERIC Educational Resources Information Center
Thomas, Wayne W.; Boechler, Patricia M.
2014-01-01
With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (Eschenbrenner, Nah, & Siau, 2008). In this study, the authors sought to determine if learning style or digital literacy predict incidental…
ERIC Educational Resources Information Center
Burke, Anne, Ed.; Marsh, Jackie, Ed.
2013-01-01
As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…
Affect and Willingness to Communicate in Digital Game-Based Learning
ERIC Educational Resources Information Center
Reinders, Hayo; Wattana, Sorada
2015-01-01
The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…
Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?
ERIC Educational Resources Information Center
Pill, Shane
2014-01-01
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…
A Constructionist Learning Environment for Teachers to Model Learning Designs
ERIC Educational Resources Information Center
Laurillard, D.; Charlton, P.; Craft, B.; Dimakopoulos, D.; Ljubojevic, D.; Magoulas, G.; Masterman, E.; Pujadas, R.; Whitley, E.A.; Whittlestone, K.
2013-01-01
The use of digital technologies is now widespread and increasing, but is not always optimized for effective learning. Teachers in higher education have little time or support to work on innovation and improvement of their teaching, which often means they simply replicate their current practice in a digital medium. This paper makes the case for a…
Eye Tracking and Early Detection of Confusion in Digital Learning Environments: Proof of Concept
ERIC Educational Resources Information Center
Pachman, Mariya; Arguel, Amaël; Lockyer, Lori; Kennedy, Gregor; Lodge, Jason M.
2016-01-01
Research on incidence of and changes in confusion during complex learning and problem-solving calls for advanced methods of confusion detection in digital learning environments (DLEs). In this study we attempt to address this issue by investigating the use of multiple measures, including psychophysiological indicators and self-ratings, to detect…
Mapping the Digital Divide in Britain: Implications for Learning and Education
ERIC Educational Resources Information Center
Eynon, Rebecca
2009-01-01
The internet presents many potential opportunities for people to learn for both formal and informal purposes. However, not everyone is able to make the most of the internet for learning. This paper utilises quantitative nationally representative survey data of internet use in Britain in order to explore the digital divide in relation to learning…
ERIC Educational Resources Information Center
Reece, Amanda A.
2016-01-01
A program of development of online learning resources should provide content, resources, support and activities to promote excellence and innovation in instructional quality and assessment. This article provides details on five best practices in digital object development for teaching and learning. In addition, an evaluation of the learning object…
Embedding Diagnostic Mechanisms in a Digital Game for Learning Mathematics
ERIC Educational Resources Information Center
Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting
2014-01-01
Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…
ERIC Educational Resources Information Center
McKaveney, Edward W.
2017-01-01
A number of national directives and successful case studies, focus on the need for change in teaching and learning, particularly emphasizing increasingly rigorous STEM learning tied to the use of ICT and digital tools for technological literacy and future workforce development. This action research study investigated the role of instructional…
Integrating Digital Learning Objects in the Classroom: A Need for Educational Leadership
ERIC Educational Resources Information Center
Janson, Annick; Janson, Robin
2009-01-01
In this article, Annick Janson and Robin Janson introduce research from the Microsoft New Zealand's Partners in Learning Programme by documenting the impact of digital learning objects (DLOs) on educational practice. Janson and Janson describe the impact of DLOs on the teaching practice of a primary school in New Zealand, tracing the effects of…
Gamification of Learning and Teaching in Schools--A Critical Stance
ERIC Educational Resources Information Center
Buck, Marc Fabian
2017-01-01
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
The Digital Learning Imperative: How Technology and Teaching Meet Today's Education Challenges
ERIC Educational Resources Information Center
Schwartzbeck, Terri Duggan; Wolf, Mary Ann
2012-01-01
This report outlines how digital learning can connect middle and high school students with better teaching and learning experiences while also addressing three major challenges facing the nation's education system--access to good teaching, tight budgets, and boosting student achievement. But simply slapping a netbook on top of a textbook will not…
Crossing the Digital Divide Safely and Trustingly: How Ecologies of Learning Scaffold the Journey
ERIC Educational Resources Information Center
Henning, Elizabeth; Van der Westhuizen, Duan
2004-01-01
The article addresses the issue of "learning to elearn" in borderless programs in a globalised learning landscape and the associated problems of scaffolding the journey across the digital divide. The authors argue that the assumption underlying such courses is that cross-cultural programs are viable because they are conceived and…
Teachers' Critical Reflective Practice in the Context of Twenty-First Century Learning
ERIC Educational Resources Information Center
Benade, Leon
2015-01-01
In the twenty-first century, learning and teaching at school must prepare young people for engaging in a complex and dynamic world deeply influenced by globalisation and the revolution in digital technology. In addition to the use of digital technologies, is the development of flexible learning spaces. It is claimed that these developments demand,…
ERIC Educational Resources Information Center
Dede, Chris, Ed.; Richards, John, Ed.
2012-01-01
The Digital Teaching Platform (DTP) brings the power of interactive technology to teaching and learning in classrooms. In this authoritative book, top researchers in the field of learning science and educational technology examine the current state of design and research on DTPs, the principles for evaluating them, and their likely evolution as a…
Digital Distinction: Badges Add a New Dimension to Adult Learning
ERIC Educational Resources Information Center
Ady, Kellie; Kinsella, Keli; Paynter, Amber
2015-01-01
As a part of a professional learning team, educators are constantly looking for new approaches and designs that promote deeper adult learning. This article describes how educators at Cherry Creek School District in Colorado developed a digital badge system that recognizes the work teachers are doing, supports a culture and climate of celebration,…
College Students' Perspectives of E-Learning System Use in High Education
ERIC Educational Resources Information Center
Yanga, Ju-Yin; Yenb, Yen-Chen
2016-01-01
The purpose of this study was primarily to create, on a digital learning platform, a digital learning environment with freedom from such constraints for a group of seven college students. The researchers selected seven students from the Applied English program that were taking part in an internship combination program at San Diego State…
ERIC Educational Resources Information Center
Yang, Ya-Ting Carolyn
2012-01-01
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
ERIC Educational Resources Information Center
Niinivaara, Janne; Vaattovaara, Johanna
2018-01-01
This article deals with a learning environment survey conducted among University of Helsinki students and language teachers in the university's Language Centre (LC). The survey was designed to acquire information for the development of a practical strategy for the digitalization of language learning and teaching by the local LC. The article…
Factors Influencing Teachers' Integration of ICT in Teaching and Learning
ERIC Educational Resources Information Center
Lawrence, Japhet E.
2018-01-01
There is a growing demand on educational institutions to use ICT to teach the skills and knowledge students need for the digital age. The integration of ICT into education provides opportunities for teachers and students to work better in a globalized digital age, particularly in teaching and learning environment, where teaching and learning can…
ERIC Educational Resources Information Center
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara
2017-01-01
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
ERIC Educational Resources Information Center
Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista
2016-01-01
This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…
Moving across Physical and Online Spaces: A Case Study in a Blended Primary Classroom
ERIC Educational Resources Information Center
Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson
2015-01-01
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
ERIC Educational Resources Information Center
Donnison, Sharn
2009-01-01
This paper analyses Gen Y pre-service primary school teachers' conceptualisations of lifelong learning. It is situated within a context of improving the provision and delivery of pre-service teacher education. This paper argues that Gen Y's understanding of lifelong learning has been influenced by their engagements with digital technologies and…
ERIC Educational Resources Information Center
Ko, Chao-Jung; Thang, Siew Ming; Ou, Shu-chen
2014-01-01
This article reports key findings of a study which investigated the use of technology by 569 "digital natives" students for English Language learning and recreational purposes. Their views on the applicability of technological tools such as Facebook, blogging and Skype for English Language teaching and learning were also investigated.…
Digital lectures for learning gross anatomy: a study of their efficacy
2017-01-01
Purpose The current study investigates the level of students’ learning and attitudes towards the teaching and learning process when using digital lectures to teach gross anatomy to year 1 medical students. Methods The study sampled year 1 medical students of cohorts 2013 and 2014. The year 1 medical students in 2013 were taught gross anatomy of the heart by didactic classroom lectures while those in 2014 were taught with digital lectures using the same content. A review session was conducted for the 2014 cohort. A 19-item survey was distributed amongst students to investigate their attitudes and feedback. The data were analysed using SPSS software. Results The 2014 cohort had a mean score of 47.65 for short essay questions and 51.19 for multiple choice questions, while the 2013 cohort scored an average of 36.80 for short essay questions and 49.22 for multiple choice questions. The difference in scores for each type of question was found to be significant. Using a 5-point Likert scale, students gave an average of 4.11 when asked if they liked the teaching and learning process and would like it to be applied further. Conclusion The results of the study provide strong evidence that the digital teaching and learning process was well received by students and could also lead to improved performance. Digital lectures can provide a satisfactory substitute for classroom lectures to teach gross anatomy, thus providing flexibility in learning and efficient learning, whilst also freeing lecture slots to promote mastery learning. PMID:28264551
Multi-scale learning based segmentation of glands in digital colonrectal pathology images.
Gao, Yi; Liu, William; Arjun, Shipra; Zhu, Liangjia; Ratner, Vadim; Kurc, Tahsin; Saltz, Joel; Tannenbaum, Allen
2016-02-01
Digital histopathological images provide detailed spatial information of the tissue at micrometer resolution. Among the available contents in the pathology images, meso-scale information, such as the gland morphology, texture, and distribution, are useful diagnostic features. In this work, focusing on the colon-rectal cancer tissue samples, we propose a multi-scale learning based segmentation scheme for the glands in the colon-rectal digital pathology slides. The algorithm learns the gland and non-gland textures from a set of training images in various scales through a sparse dictionary representation. After the learning step, the dictionaries are used collectively to perform the classification and segmentation for the new image.
Multi-scale learning based segmentation of glands in digital colonrectal pathology images
NASA Astrophysics Data System (ADS)
Gao, Yi; Liu, William; Arjun, Shipra; Zhu, Liangjia; Ratner, Vadim; Kurc, Tahsin; Saltz, Joel; Tannenbaum, Allen
2016-03-01
Digital histopathological images provide detailed spatial information of the tissue at micrometer resolution. Among the available contents in the pathology images, meso-scale information, such as the gland morphology, texture, and distribution, are useful diagnostic features. In this work, focusing on the colon-rectal cancer tissue samples, we propose a multi-scale learning based segmentation scheme for the glands in the colon-rectal digital pathology slides. The algorithm learns the gland and non-gland textures from a set of training images in various scales through a sparse dictionary representation. After the learning step, the dictionaries are used collectively to perform the classification and segmentation for the new image.
Inspiring Students through Digital Media Teleschool Teacher, Hawaii Schools Digital Media Program
ERIC Educational Resources Information Center
Yamashita, Irene
2005-01-01
Video is a powerful tool, and it can be used to motivate student achievement and learning. One of the greatest advantages in getting students to work with digital media is that they can retake and re-edit a project until they are satisfied with it. Students become very occupied in applying what they have learned by producing mini-documentaries,…
ERIC Educational Resources Information Center
Kumar, Vikas; Sharma, Deepika
2016-01-01
Students in the digital era are habitual of using digital devices not only for playing and interacting with their friends and peers, but also as a tool for education and learning. These digital natives are highly obsessed with the internet driven portable devices and always demand for a multimedia rich content. This specific demand needs to be…
Renegotiating the pedagogic contract: Teaching in digitally enhanced secondary science classrooms
NASA Astrophysics Data System (ADS)
Ajayi, Ajibola Oluneye
This qualitative case study explores the effects of emerging digital technology as a teaching and learning tool in secondary school science classrooms. The study examines three teachers' perspectives on how the use of technology affects the teacher-student pedagogic relationship. The "pedagogic contract" is used as a construct to analyze the changes that took place in these teachers' classrooms amid the use of this new technology. The overarching question for this research is: How was the pedagogic contract renegotiated in three secondary science teachers' classrooms through the use of digitally enhanced science instruction. To answer this question, data was collected via semi-structured teacher interviews, classroom observations, and analysis of classroom documents such as student assignments, tests and Study Guides. This study reveals that the everyday use of digital technologies in these classrooms resulted in a re-negotiated pedagogic contract across three major dimensions: content of learning, method and management of learning activities, and assessment of learning. The extent to which the pedagogic contract was renegotiated varied with each of the teachers studied. Yet in each case, the content of learning was extended to include new topics, and greater depth of learning within the mandated curriculum. The management of learning was reshaped around metacognitive strategies, personal goal-setting, individual pacing, and small-group learning activities. With the assessment of learning, there was increased emphasis on self-directed interactive testing as a formative assessment tool. This study highlights the aspects of science classrooms that are most directly affected by the introduction of digital technologies and demonstrates how those changes are best understood as a renegotiation of the teacher-student pedagogic contract.
Arús, Nádia A; da Silva, Átila M; Duarte, Rogério; da Silveira, Priscila F; Vizzotto, Mariana B; da Silveira, Heraldo L D; da Silveira, Heloisa E D
2017-06-01
The aims of this study were to evaluate and compare the performance of dental students in interpreting the temporomandibular joint (TMJ) with magnetic resonance imaging (MRI) scans using two learning methods (conventional and digital interactive learning) and to examine the usability of the digital learning object (DLO). The DLO consisted of tutorials about MRI and anatomic and functional aspects of the TMJ. In 2014, dental students in their final year of study who were enrolled in the elective "MRI Interpretation of the TMJ" course comprised the study sample. After exclusions for nonattendance and other reasons, 29 of the initial 37 students participated in the study, for a participation rate of 78%. The participants were divided into two groups: a digital interactive learning group (n=14) and a conventional learning group (n=15). Both methods were assessed by an objective test applied before and after training and classes. Aspects such as support and training requirements, complexity, and consistency of the DLO were also evaluated using the System Usability Scale (SUS). A significant between-group difference in the posttest results was found, with the conventional learning group scoring better than the DLO group, indicated by mean scores of 9.20 and 8.11, respectively, out of 10. However, when the pretest and posttest results were compared, both groups showed significantly improved performance. The SUS score was 89, which represented a high acceptance of the DLO by the users. The students who used the conventional method of learning showed superior performance in interpreting the TMJ using MRI compared to the group that used digital interactive learning.
Involving a young person in the development of a digital resource in nurse education.
Fenton, Gaynor
2014-01-01
Health policies across western societies have embedded the need for service user and carer perspectives in service design and delivery of educational programmes. There is a growing recognition of the need to include the perspectives of children and young people as service users in the design and delivery of child focused educational programmes. Digital storytelling provides a strategy for student nurses to gain insight into the lived experiences of children and young people. Engaging with these stories enables students to develop an understanding of a young persons' experience of healthcare. This paper outlines a project that developed a digital learning object based upon a young person's experience of cancer and student evaluations of the digital learning object as a teaching and learning strategy. Over 80% of students rated the digital learning object as interesting and were motivated to explore its content. In addition, the evaluation highlighted that listening to the young person's experiences of her treatment regimes was informative and assisted understanding of a patients' perspective of care delivery. Copyright © 2013 Elsevier Ltd. All rights reserved.
In-Factory Learning - Qualification For The Factory Of The Future
NASA Astrophysics Data System (ADS)
Quint, Fabian; Mura, Katharina; Gorecky, Dominic
2015-07-01
The Industry 4.0 vision anticipates that internet technologies will find their way into future factories replacing traditional components by dynamic and intelligent cyber-physical systems (CPS) that combine the physical objects with their digital representation. Reducing the gap between the real and digital world makes the factory environment more flexible, more adaptive, but also more complex for the human workers. Future workers require interdisciplinary competencies from engineering, information technology, and computer science in order to understand and manage the diverse interrelations between physical objects and their digital counterpart. This paper proposes a mixed-reality based learning environment, which combines physical objects and visualisation of digital content via Augmented Reality. It uses reality-based interaction in order to make the dynamic interrelations between real and digital factory visible and tangible. We argue that our learning system does not work as a stand-alone solution, but should fit into existing academic and advanced training curricula.
NASA Astrophysics Data System (ADS)
Holzhauer, B.; Mooney, M. E.
2012-12-01
How can non-formal education programs effectively blend hands-on, place-based field science lessons with technology and digital media to teach abstract global concepts in a local setting? Using climate change as an overarching concept, the Aldo Leopold Nature Center (ALNC) in Madison, WI, is developing exhibits and digital curricula, strengthened through partnerships with local and national experts from scientific and education fields, to effectively increase the public's interest in and understanding of science and technology, how the world works, and what we can do to adapt, mitigate, and innovate sustainable solutions. The exhibits and multimedia content, centered on topics such as climate, energy, weather, and phenology, have been developed in consultation with partners like the National Academy of Sciences and various departments at the University of Wisconsin (UW). Outdoor "high-touch" programs are complemented with "high-tech" exhibits and media, including touchscreen kiosks and the National Oceanic and Atmospheric Administration's (NOAA) Science On a Sphere® global display system, tying together multimedia experiences with peer-reviewed cutting-edge science to ensure maximum comprehension by appealing and connecting to learners of all ages and learning modalities. The curriculum is being developed in alignment with local and national education standards and science and climate literacy frameworks (such as "The Essential Principles of Climate Sciences," U.S. Global Change Research Program / U.S. Climate Change Science Program). Its digital format allows it to be easily adapted to visitors' learning styles and cognitive levels and updated with relevant new content such as real-time climate data or current visualizations from the UW Cooperative Institute for Meteorological Satellite Studies. Drawing upon ALNC's award-winning environmental education experiences, professional development networks such as NOAA's Climate Stewards Education Program, and existing resources for teaching through formal STEM education, ALNC has combined the unique benefits of place-based outdoor citizen-science in the community setting with digital, multimedia, and interactive components to address local, regional, and global scientific concepts with all audiences of all ages. This innovative, replicable and broadly accessible approach, geared towards formal school groups and the general public in a non-formal educational setting, is being piloted, evaluated, and disseminated through a variety of networks and professional development in order to serve as a model of continued collaborative education.;
Digital Game-Based Learning: A Didactic Experience in the Pre-Degree Nursing Career.
Solís de Ovando, A; Rodríguez, A; Hullin, C
2018-01-01
Nowadays we are faced with a society immersed in globalization and native technology, causing a great challenge in the university teaching staff. The gamification, as teaching-learning didactic methodology, gathers the characteristics that allow to motivate and achieve an active and significant learning. The objective of this work is to show the experience of the nursing career, which combines the learning based on games and the use of digital applications.
NASA Technical Reports Server (NTRS)
Britcher, Colin P.
1987-01-01
The technical background to the development of the digital control system of the NASA/Langley Research Center's 13 inch Magnetic Supension and Balance Systen (MSBS) is reviewed. The implementation of traditional MSBS control algorithms in digital form is examined. Extensive details of the 13-inch MSBS digital controller and related hardware are given, together with the introductory instructions for systems operators. Full listings of software are included in the Appendices.
The Next Stage: Moving from Isolated Digital Collections to Interoperable Digital Libraries.
ERIC Educational Resources Information Center
Besser, Howard
2002-01-01
Presents a conceptual framework for digital library development and discusses how to move from isolated digital collections to interoperable digital libraries. Topics include a history of digital libraries; user-centered architecture; stages of technological development; standards, including metadata; and best practices. (Author/LRW)
Launching Discovery through a Digital Library Portal: SIOExplorer
NASA Astrophysics Data System (ADS)
Miller, S. P.; Staudigel, H.; Johnson, C.; McSherry, K.; Clark, D.; Peckman, U.; Helly, J.; Sutton, D.; Chase, A.; Schottlaender, B. E.; Day, D.; Helly, M.
2003-12-01
The launching of an oceanographic expedition has its own brand of excitement, with the sound of the main engines firing up, and the lifting of the gangway in a foreign port, as the team of scientists and crew sets out for a month at sea with only the resources they have aboard. Although this adventure is broadly appealing, very few have the privilege of actually joining an expedition. With the "SIOExplorer" family of projects we are now beginning to open this experience across cyberspace to a wide range of students and teachers. What began two years ago as an effort to stabilize the Scripps Institution of Oceanography (SIO) data archives from more than 700 cruises going back 50 years, has now become an operational component of the National Science Digital Library (NSDL; www.nsdl.org), complete with thousands of historic photographs, full text documents and 3D visualization experiences. Our initial emphasis has been on marine geology and geophysics, in particular multibeam seafloor mapping, including 2 terabytes of digital objects. The IT architecture implemented at the San Diego Supercomputer Center (SDSC) streamlines the integration of additional projects in other disciplines with a suite of metadata management and collection building tools for "arbitrary digital objects." The "CruiseViewer" Java application is the primary portal to the digital library, providing a graphical user and display interface, the interface with the metadata database, and the interface with the SDSC "Storage Resource Broker" for long-term bulk distributed data storage management. It presents the user with a view of the available objects, overlaid on a global topography map. Geospatial objects can be selected interactively, and searches can be constrained by keywords. Metadata can be browsed and objects can be viewed onscreen or downloaded for further analysis, with automatic proprietary-hold request management. These efforts will be put to the test with national teacher workshops in the next two summers. Teachers, in collaboration with SIO-graduate students, will prepare and field-test learning-experience modules that explore concepts from plate tectonics theory for classroom and web use. Students will design their own personal voyages of discovery through our digital archives, promoting inquiry-based learning tailored to each individual. Future education and outreach efforts will include 1) developing a global registry of seafloor research or education projects (academic, industry, government), allowing at least a URL and a contact for further information 2) adding new collections, including dredged rocks and cores, 3) interoperating with other international data collections, 4) interacting with education and outreach projects such as the California Center for Ocean Science Education Excellence (COSEE), 5) continued testing of a real-time stand-alone digital library on a laptop shipboard acquisition system, 6) enhanced use of real-time Real-time Observatories, Applications, and Data management Network (ROADnet) satellite links to SIO vessels, and 7) continued construction of a series of museum exhibits based on digital terrain models. Now that SIOExplorer has become operational, we look forward to collaborating with other institutions for data and technology exchange, as well as for education and outreach opportunities. Support is provided by NSF NSDL, ITR and OCE programs, as well as by UCSD funds.
Research challenges in digital education.
Norman, Geoff
2014-09-01
Simulation and other forms of digital learning will occupy a place of increasing prominence in medical education in the future. However, to maximally use the potential of these media, we must go beyond a research agenda dictated by a 'Does it work?' question to one driven by careful analysis of the nature of the task to be learned and its relation to the characteristics of the technology. Secondly, we must change the focus from the characteristics of individual devices to a broader approach to design of a digital curriculum based on current understanding of the nature of human learning.
Using Online Digital Tools and Video to Support International Problem-Based Learning
ERIC Educational Resources Information Center
Lajoie, Susanne P.; Hmelo-Silver, Cindy; Wiseman, Jeffrey; Chan, Lap Ki; Lu, Jingyan; Khurana, Chesta; Cruz-Panesso, Ilian; Poitras, Eric; Kazemitabar, Maedeh
2014-01-01
The goal of this study is to examine how to facilitate cross-cultural groups in problem-based learning (PBL) using online digital tools and videos. The PBL consisted of two video-based cases used to trigger student-learning issues about giving bad news to HIV-positive patients. Mixed groups of medical students from Canada and Hong Kong worked with…
ERIC Educational Resources Information Center
Squire, Kurt
2011-01-01
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
ERIC Educational Resources Information Center
Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca
2016-01-01
In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…
ERIC Educational Resources Information Center
Yang, Fang-Ying; Tsai, Meng-Jung; Chiou, Guo-Li; Lee, Silvia Wen-Yu; Chang, Cheng-Chieh; Chen, Li-Ling
2018-01-01
The main purpose of this study was to provide instructional suggestions for supporting science learning in digital environments based on a review of eye tracking studies in e-learning related areas. Thirty-three eye-tracking studies from 2005 to 2014 were selected from the Social Science Citation Index (SSCI) database for review. Through a…
ERIC Educational Resources Information Center
Hayashi, Christine A.; Fisher-Adams, Grace
2015-01-01
This study surveys graduates of a west-coast university regarding their perception of how well their graduate degree programs prepared them to meet the challenge of leading for learning in the digital age, particularly in the areas of visionary leadership, student learning, organizational management, working with diverse families, ethics, and the…
ERIC Educational Resources Information Center
Tait, Alan
2014-01-01
This article examines the impact of digital technologies on student support in distance and e-learning, drawing on the case of Open University UK. Giving a historical perspective on the use of technologies in learning over many centuries, it argues that the dominant paradigm of geography--which has defined the structures for student support…
ERIC Educational Resources Information Center
Castaño Muñoz, Jonatan; Colucci, Elizabeth; Smidt, Hanne
2018-01-01
The increasing number of migrants and refugees arriving in Europe places new demands on European education systems. In this context, the role that free digital learning (FDL) could play in fostering inclusion has attracted renewed interest. While the existing literature highlights some general design principles for developing FDL for migrants and…
Implementing Blended Self-Managed Action Learning for Digital Entrepreneurs in Higher Education
ERIC Educational Resources Information Center
Shurville, Simon; Rospigliosi, Asher
2009-01-01
We report upon implementing blended self-managed action learning (SMAL) within graduate and postgraduate courses in digital entrepreneurship. In four out of five cases, we found that SMAL was highly motivating to our learners and integrated well with a blended and flexible approach to learning. We report a case where a SMAL set broke down due to…
ERIC Educational Resources Information Center
Aktas, Elif; Yurt, Serap Uzuner
2017-01-01
The aim of this study was to determine the effect of the learning environment where digital stories are used as a learning material on the motivation, academic success, retention, and students' opinions. The study was carried out with mixed method which is a combination of quantitative and qualitative research approach. The study was implemented…
ERIC Educational Resources Information Center
Edwards, Susan; Bird, Jo
2017-01-01
Early childhood education settings are characterized by the use of play-based learning and the assessment of children's play by teachers to promote further learning. A problem with technology use in early childhood settings is that little is known about how children learn to use technologies through play. This lack of knowledge makes it difficult…
ERIC Educational Resources Information Center
Ruiter, Margina; Loyens, Sofie; Paas, Fred
2015-01-01
It was investigated whether task-related body movements yield beneficial effects on children's learning of two-digit numbers and whether these learning effects are affected by mirror-based self-observation of those movements. Participants were 118 first-graders, who were randomly assigned to two movement conditions and two non-movement control…
ERIC Educational Resources Information Center
Chin, Jui-Chih; Tsuei, Mengping
2014-01-01
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
ERIC Educational Resources Information Center
Petrou, Stella; Korfiatis, Konstantinos
2013-01-01
This study presents the results of a pilot learning intervention for improving children's ideas about plant protection. The research was executed in two phases. The first phase aimed at exploring children's ideas about plant protection. These ideas were taken into account for the design and development of a digital learning environment. The second…
Proposal of a Framework for Internet Based Licensing of Learning Objects
ERIC Educational Resources Information Center
Santos, Osvaldo A.; Ramos, Fernando M. S.
2004-01-01
This paper presents a proposal of a framework whose main objective is to manage the delivery and rendering of learning objects in a digital rights controlled environment. The framework is based on a digital licensing scheme that requires each learning object to have the proper license in order to be rendered by a trusted player. A conceptual model…