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…
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…
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…
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.
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…
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…
Methods of Adapting Digital Content for the Learning Process via Mobile Devices
ERIC Educational Resources Information Center
Lopez, J. L. Gimenez; Royo, T. Magal; Laborda, Jesus Garcia; Calvo, F. Garde
2009-01-01
This article analyses different methods of adapting digital content for its delivery via mobile devices taking into account two aspects which are a fundamental part of the learning process; on the one hand, functionality of the contents, and on the other, the actual controlled navigation requirements that the learner needs in order to acquire high…
A Technology Enhanced Learning Model for Quality Education
NASA Astrophysics Data System (ADS)
Sherly, Elizabeth; Uddin, Md. Meraj
Technology Enhanced Learning and Teaching (TELT) Model provides learning through collaborations and interactions with a framework for content development and collaborative knowledge sharing system as a supplementary for learning to improve the quality of education system. TELT deals with a unique pedagogy model for Technology Enhanced Learning System which includes course management system, digital library, multimedia enriched contents and video lectures, open content management system and collaboration and knowledge sharing systems. Open sources like Moodle and Wiki for content development, video on demand solution with a low cost mid range system, an exhaustive digital library are provided in a portal system. The paper depicts a case study of e-learning initiatives with TELT model at IIITM-K and how effectively implemented.
Approaching Academic Digital Content Management.
ERIC Educational Resources Information Center
Acker, Stephen R.
2002-01-01
Discusses digital content management in higher education. Highlights include learning objects that make content more modular so it can be used in other courses or by other institutions; and a system at Ohio State University for content management that includes the creation of learner profiles. (LRW)
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)
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…
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…
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
Selby, Les; Russell, David
2005-01-01
Purpose: To report on the progress of Digital Media U, a tailor-made portal, learning environment and management system. Design/methodology/approach: Discusses the design of the learning content domains, acquisition of the content and the systems for managing the curriculum in the future, including the application of a new model of accreditation.…
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)…
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…
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…
Evaluation Criterion for Quality Assessment of E-Learning Content
ERIC Educational Resources Information Center
Al-Alwani, Abdulkareem
2014-01-01
Research trends related to e-learning systems are oriented towards increasing the efficiency and capacity of the systems, thus they reflect a large variance in performance when considering content conformity and quality standards. The Framework related to standardisation of digital content for e-learning systems is likely to play a significant…
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
Burns, Jane A.
2016-01-01
The Internet has been the catalyst for the convergence of many subject areas and online platforms. Information professionals such as Archivists, IT developers and especially Librarians have been impacted in the development and promotion of digital humanities content for research, teaching, and learning in the modern academic library. In this case…
ERIC Educational Resources Information Center
Schlicht, Patricia
2013-01-01
In today's world where tuition fees continue to rise rapidly and the demand for higher education increases in both the developing and developed world, it is important to find additional and alternative learning pathways that learners can afford. Traditional education as we have known it has begun to change, allowing for new parallel learning…
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"…
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…
Connectivist Communication Networks
ERIC Educational Resources Information Center
Waßmann, Ingolf; Nicolay, Robin; Martens, Alke
2016-01-01
Facing the challenges of the digital age concerning lifelong learning, this contribution presents an approach to dynamically establish Connectivist communication networks. According the statement "the pipe is more important than the content within the pipe" by Georg Siemens, learning in digital age includes the connection of people to…
ERIC Educational Resources Information Center
Chung, Liang-Yi; Chang, Rong-Chi
2017-01-01
This study attempts to probe into the impact of learners' gender on learning outcomes and motivation. A digital game focusing on the topic of emergency first aid is designed for the purpose of this present study, according to the curriculum objectives for a content-based instruction (CBI) course as part of the experiment. In the process of playing…
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
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…
Personalized summarization using user preference for m-learning
NASA Astrophysics Data System (ADS)
Lee, Sihyoung; Yang, Seungji; Ro, Yong Man; Kim, Hyoung Joong
2008-02-01
As the Internet and multimedia technology is becoming advanced, the number of digital multimedia contents is also becoming abundant in learning area. In order to facilitate the access of digital knowledge and to meet the need of a lifelong learning, e-learning could be the helpful alternative way to the conventional learning paradigms. E-learning is known as a unifying term to express online, web-based and technology-delivered learning. Mobile-learning (m-learning) is defined as e-learning through mobile devices using wireless transmission. In a survey, more than half of the people remarked that the re-consumption was one of the convenient features in e-learning. However, it is not easy to find user's preferred segmentation from a full version of lengthy e-learning content. Especially in m-learning, a content-summarization method is strongly required because mobile devices are limited to low processing power and battery capacity. In this paper, we propose a new user preference model for re-consumption to construct personalized summarization for re-consumption. The user preference for re-consumption is modeled based on user actions with statistical model. Based on the user preference model for re-consumption with personalized user actions, our method discriminates preferred parts over the entire content. Experimental results demonstrated successful personalized summarization.
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.
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…
Using a Digital Pen to Support Secondary Students with Learning Disabilities
ERIC Educational Resources Information Center
Ok, Min Wook; Rao, Kavita
2017-01-01
Secondary students with learning disabilities (LD) can benefit from using assistive and instructional technologies to support content and skill acquisition. Digital pens have features that can be beneficial for students who struggle with comprehension, note taking, and organization. Livescribe pens, in particular, provide a variety features that…
Perceived Factors Influencing Instructors' Use of E-Textbooks in Higher Education
ERIC Educational Resources Information Center
Wang, Sirui; Hartsell, Taralynn
2017-01-01
As a form of digital content, e-Textbooks make learning content portable, transferable, and searchable. Such technology increases students' engagement in learning and make learning highly interactive. However, the adoption of using e-Textbooks in higher education is far from its confirmation stage. This study examines the relationship between…
ERIC Educational Resources Information Center
Bollen, Johan; Vemulapalli, Soma Sekara; Xu, Weining; Luce, Rick; Marcum, Deanna; Friedlander, Amy; Tenopir, Carol; Grayson, Matt; Zhang, Yan; Ebuen, Mercy; King, Donald W.; Boyce, Peter; Rogers, Clare; Kirriemuir, John; Tanner, Simon; Deegan, Marilyn; Marcum, James W.
2003-01-01
Includes six articles that discuss use analysis and research trends in digital libraries; library history and digital preservation; journal use by scientists; a content management system-based Web site for higher education in the United Kingdom; cost studies for transitioning to digitized collections in European cultural institutions; and the…
ERIC Educational Resources Information Center
Dugan, Therese E.
2012-01-01
Digital media is a broad concept that includes everything from movies to video games to websites. These media are cultural norms for young people, becoming part of their identity as they use and create content. In this dissertation I discuss the observed diversity of interactions that children from infancy through kindergarten have with digital…
Using Digital Learning Platforms to Extend the Flipped Classroom
ERIC Educational Resources Information Center
Balzotti, Jonathan M.; McCool, Lynn B.
2016-01-01
Although digital environments already play a vital role in the flipped classroom model, this research project shows that in university writing classrooms, innovative content design and delivery systems can extend the walls of the classroom to areas beyond, in which students transfer and connect course content with the professional world. In this…
Aggregate-Then-Curate: How Digital Learning Champions Help Communities Nurture Online Content
ERIC Educational Resources Information Center
Whitworth, Andrew; Garnett, Fred; Pearson, Diana
2012-01-01
Informational resources are essential for communities, rooting them in their own history, helping them learn and solve problems, giving them a voice in decisionmaking and so on. For digital inclusion and inclusion in the informational and democratic processes of society more generally it is essential that communities retain the skills, awareness…
Digital Portfolios in Action: Acknowledging Student Voice and Metacognitive Understanding in Art
ERIC Educational Resources Information Center
Fahey, Patrick; Cronen, Laura
2016-01-01
Students need a genuine voice in the content, process, outcome, and assessment of their learning so they can take ownership of their education (Jaquith and Hathaway 2012). Digital art portfolios allow students to research, document, and reflect on the development and assessment of their learning. Unlike traditional portfolios, which typically…
NASA Astrophysics Data System (ADS)
Foster, J.; Connolly, R.
2017-12-01
WGBH's "Bringing the Universe to America's Classrooms" project is a 5-year effort to design, produce and evaluate digital media tools and resources that support scientific practice skills in diverse K-12 learners. Resources leverage data and content from NASA and WGBH signature programs, like NOVA, into sound instructional experiences that provide K-12 STEM teachers with free, quality resources for teaching topics in the Earth and Space Sciences. Resources address the content and practices in the new K-12 Framework for Science Education and are aligned with the NGSS. Participants will learn about design strategies, findings from our evaluation efforts, and how to access free resources on PBS LearningMedia.
NASA Astrophysics Data System (ADS)
Ochsner, Karl
Students are moving away from content consumption to content production. Short movies are uploaded onto video social networking sites and shared around the world. Unfortunately they usually contain little to no educational value, lack a narrative and are rarely created in the science classroom. According to new Arizona Technology standards and ISTE NET*S, along with the framework from the Partnership for 21st Century Learning Standards, our society demands students not only to learn curriculum, but to think critically, problem solve effectively, and become adept at communicating and collaborating. Didactic digital movie making in the science classroom may be one way that these twenty-first century learning skills may be implemented. An action research study using a mixed-methods approach to collect data was used to investigate if didactic moviemaking can help eighth grade students learn physical science content while incorporating 21st century learning skills of collaboration, communication, problem solving and critical thinking skills through their group production. Over a five week period, students researched lessons, wrote scripts, acted, video recorded and edited a didactic movie that contained a narrative plot to teach a science strand from the Arizona State Standards in physical science. A pretest/posttest science content test and KWL chart was given before and after the innovation to measure content learned by the students. Students then took a 21st Century Learning Skills Student Survey to measure how much they perceived that communication, collaboration, problem solving and critical thinking were taking place during the production. An open ended survey and a focus group of four students were used for qualitative analysis. Three science teachers used a project evaluation rubric to measure science content and production values from the movies. Triangulating the science content test, KWL chart, open ended questions and the project evaluation rubric, it appeared that science content was gained from this project. Students felt motivated to learn and had positive experience. Students also felt that the repetition of production and watching their movies helped them remember science. Students also perceived that creating the didactic digital movie helped them use collaboration, communication, problem solving and critical thinking skills throughout their production.
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.
Reaching Digital Natives on Their Terms
ERIC Educational Resources Information Center
Dessoff, Alan
2010-01-01
From replacing print textbooks with digital content created by teachers or gathered from outside sources to encouraging students to explore the world around them digitally, many districts are creating a new type of student-friendly teaching and learning environment that goes beyond just adding computers to classrooms. Through a wide range of…
Digital Education: Opportunities for Social Collaboration. Digital Education and Learning
ERIC Educational Resources Information Center
Thomas, Michael, Ed.
2011-01-01
This timely collection of theoretical and applied studies examines the pedagogical potential and realities of digital technologies in a wide range of disciplinary contexts across the educational spectrum. By mixing content-based chapters with a theoretical perspective with case studies detailing actual teaching approaches utilizing digital…
Integrating Digital Images into the Art and Art History Curriculum.
ERIC Educational Resources Information Center
Pitt, Sharon P.; Updike, Christina B.; Guthrie, Miriam E.
2002-01-01
Describes an Internet-based image database system connected to a flexible, in-class teaching and learning tool (the Madison Digital Image Database) developed at James Madison University to bring digital images to the arts and humanities classroom. Discusses content, copyright issues, ensuring system effectiveness, instructional impact, sharing the…
ERIC Educational Resources Information Center
Mendes Neto, Francisco Milton; de Carvalho Muniz, Raphael; Filgueira Burlamaqui, Aquiles Medeiros; Castro de Souza, Rafael
2015-01-01
The support of technological resources in teaching and learning has contributed to make them more efficient and enjoyable. Through this support has become quite common to use media resources before explored only for entertainment for educational purposes, among them the TV. The interactive Digital TV (iDTV) provides resources that make possible…
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.
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.
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.
A Dynamic Ubiquitous Learning Resource Model with Context and Its Effects on Ubiquitous Learning
ERIC Educational Resources Information Center
Chen, Min; Yu, Sheng Quan; Chiang, Feng Kuang
2017-01-01
Most ubiquitous learning researchers use resource recommendation and retrieving based on context to provide contextualized learning resources, but it is the kind of one-way context matching. Learners always obtain fixed digital learning resources, which present all learning contents in any context. This study proposed a dynamic ubiquitous learning…
ERIC Educational Resources Information Center
Chen, Hong-Ren; Huang, Jhen-Gang
2012-01-01
The booming digital-content industry has resulted in an increasing number of e-learning Internet websites that provide online learning services. Recommendations for learning sites are used by diverse learners to identify the most appropriate learning resources. However, research into recommendations about learning has concentrated primarily on…
Modes of information delivery in radiologic anatomy education: Impact on student performance.
Ketelsen, Dominik; Schrödl, Falk; Knickenberg, Inés; Heckemann, Rolf A; Hothorn, Torsten; Neuhuber, Winfried; Bautz, Werner A L; Grunewald, Markus
2007-01-01
This study provides a systematic assessment of different methods of delivering radiologic teaching content (lecture, printed text, and digital content delivery) under standard conditions, enabling comparison of the effectiveness of these methods. A printed atlas of sectional anatomy was used as a standard. Digital content was developed on the basis of the printed atlas. Lecturers used both the printed and the digital content to prepare lectures. Standardized teaching material thus created was presented to second-term undergraduate students who had attended the school's anatomy course, but had not received any radiology teaching. Multiple choice examinations were used to assess the students' ability to recognize anatomical structures in known as well as unknown images. In a survey, the students' subjective experience of the learning process was assessed. No difference was seen between the groups regarding examination results. Students preferred a combination of digital media and lectures by enthusiastic teachers. The shortage of teachers requires a compromise concerning the delivery of radiologic anatomy content in a medical school setting. Based on our results, we recommend a combined approach of lecture and digital content delivery.
The Factors and Impacts of Large-Scale Digital Content Accreditations
ERIC Educational Resources Information Center
Kuo, Tony C. T.; Chen, Hong-Ren; Hwang, Wu-Yuin; Chen, Nian-Shing
2015-01-01
E-learning is an important and widespread contemporary trend in education. Because its success depends on the quality of digital materials, the mechanism by which such materials are accredited has received considerable attention and has influenced the design and implementation of digital courseware. For this reason, this study examined the…
ERIC Educational Resources Information Center
Thierstein, Joel
2009-01-01
Education is moving into the digital age. Pedagogies have changed to engage the latest digital technologies. The methods of distribution are now a blend between face-to-face and some other combination of virtual interfaces. The content is moving from traditional text-based learning to text-plus-multimedia. The community is now involved in the…
A Prototype Semantic Web-Based Digital Content Exchange for Schools in Singapore
ERIC Educational Resources Information Center
Shabajee, Paul; McBride, Brian; Steer, Damian; Reynolds, Dave
2006-01-01
Singapore has many large and educationally valuable digital collections and is planning the development of many more. These digital collections contain historical, cultural and scientific multimedia objects, along with learning objects. At present, school teachers and pupils find it hard to locate many of these resources using traditional search…
Assessing the Educational Values of Digital Games
ERIC Educational Resources Information Center
Hong, J-C.; Cheng, C-L.; Hwang, M-Y.; Lee, C-K.; Chang, H-Y.
2009-01-01
In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or…
ERIC Educational Resources Information Center
Fletcher, Geoff; Levin, Doug; Lipper, Katherine; Leichty, Reg
2014-01-01
This is a time of rapid technological advancement, with innovations in education holding great promise for improving teaching and learning, particularly for students with unique needs. High-quality digital educational materials, tools, and resources offer students relevant, up-to-date, and innovative ways to acquire knowledge and skills. Created…
ERIC Educational Resources Information Center
Ramírez-Verdugo, Maria Dolores
2012-01-01
This paper presents an overview of the research conducted within a funded Comenius project which aims at developing a virtual European CLIL Resource Centre for Web 2.0 Education. E-CLIL focuses on Content and Language Integrated Learning (CLIL), creativity and multiculturalism through digital resources. In this sense, our prior research on CLIL…
A Near-Reality Approach to Improve the e-Learning Open Courseware
ERIC Educational Resources Information Center
Yu, Pao-Ta; Liao, Yuan-Hsun; Su, Ming-Hsiang
2013-01-01
The open courseware proposed by MIT with single streaming video has been widely accepted by most of the universities as their supplementary learning contents. In this streaming video, a digital video camera is used to capture the speaker's gesture and his/her PowerPoint presentation at the same time. However, the blurry content of PowerPoint…
Management Classes as Online Learning Communities.
ERIC Educational Resources Information Center
Shrivastava, Paul
1999-01-01
Conceptualizes management education in the digital economy through the development of online leaning communities. Essential elements for building community are described: technology and content infrastructure, organizational learning model, managed interactivity, and facilitator retraining. (SK)
ERIC Educational Resources Information Center
Xu, Yan; Park, Hyungsung; Baek, Youngkyun
2011-01-01
Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active participation and facilitate learning. A significant amount of research examines using video editing…
ERIC Educational Resources Information Center
Nebbergall, Allison
2012-01-01
As technology increasingly transforms our daily lives, educators too are seeking strategies and resources that leverage technology to improve student learning. Research demonstrates that high-quality professional development, digital standards-based content, and personalized learning plans can increase student achievement, engagement, and…
English in Class and on the Go: Multimodal U-Learning
ERIC Educational Resources Information Center
García-Sánchez, Soraya
2012-01-01
This article aims to analyse different ubiquitous learning (u-Learning) platforms used when learning English as a Foreign Language (EFL) as part of the Modern Languages Degree at the Universidad de Las Palmas de Gran Canaria (ULPGC). The combination of face-to-face lessons with multimedia content and digital mediated learning allows today's native…
ERIC Educational Resources Information Center
Chen, Nian-Shing; Quadir, Benazir; Teng, Daniel C.
2011-01-01
Early school years are an important period to lay out the foundation for learning a second language. In addition to mastering the basic language skills and keeping the learning process fun, promoting a lifelong learning habit should also be emphasised. Motivating elementary school students to learn English and avoiding misconceptions associated…
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.
ERIC Educational Resources Information Center
Huang, Ming-Shang; Hsiao, Wei-Hung; Chang, Tsung-Sheng; Hu, Mei-Huei
2012-01-01
The purpose of this paper is to investigate the learning effectiveness of cooperative learning system based on social presence theory. We develop a web-based cooperative learning system which contains personal module, admin module, course module, communication module, and learning records module to support the implementation of cooperative…
Opus in the Classroom: Striking CoRDS with Content-Related Digital Storytelling
ERIC Educational Resources Information Center
Roby, Teshia Young
2010-01-01
Writing personal narratives provides students with additional techniques for making deeper connections to subject matter. Content-related narrative development offers a departure from the traditional methods of teaching and learning and enables students to construe meaning individually and make deeper connections with subject matter content. By…
Village Voices, Global Visions: Digital Video as a Transformative Foreign Language Learning Tool
ERIC Educational Resources Information Center
Goulah, Jason
2007-01-01
This instrumental case study examines how adolescent high-intermediate Japanese language learners enrolled in a one-month credited abroad program used video as a mediational tool for (1) learning foreign language, content, and technology skills, (2) cultivating critical multiliteracies and transformative learning regarding geopolitics and the…
Looking Back--A Lesson Learned: From Videotape to Digital Media
ERIC Educational Resources Information Center
Lys, Franziska
2010-01-01
This paper chronicles the development of Drehort Neubrandenburg Online, an interactive, content-rich audiovisual language learning environment based on documentary film material shot on location in Neubrandenburg, Germany, in 1991 and 2002 and aimed at making language learning more interactive and more real. The paper starts with the description…
Big Data Meets Physics Education Research: From MOOCs to University-Led High School Programs
NASA Astrophysics Data System (ADS)
Seaton, Daniel
2017-01-01
The Massive Open Online Course (MOOC) movement has catalyzed discussions of digital learning on campuses around the world and highlighted the increasingly large, complex datasets related to learning. Physics Education Research can and should play a key role in measuring outcomes of this most recent wave of digital education. In this talk, I will discuss big data and learning analytics through multiple modes of teaching and learning enabled by the open-source edX platform: open-online, flipped, and blended. Open-Online learning will be described through analysis of MOOC offerings from Harvard and MIT, where 2.5 million unique users have led to 9 million enrollments across nearly 300 courses. Flipped instruction will be discussed through an Advanced Placement program at Davidson College that empowers high school teachers to use AP aligned, MOOC content directly in their classrooms with only their students. Analysis of this program will be highlighted, including results from a pilot study showing a positive correlation between content usage and externally validated AP exam scores. Lastly, blended learning will be discussed through specific residential use cases at Davidson College and MIT, highlighting unique course models that blend open-online and residential experiences. My hope for this talk is that listeners will better understand the current wave of digital education and the opportunities it provides for data-driven teaching and learning.
ERIC Educational Resources Information Center
Huang, Yong-Ming; Chen, Chao-Chun; Wang, Ding-Chau
2012-01-01
Ubiquitous learning receives much attention in these few years due to its wide spectrum of applications, such as the T-learning application. The learner can use mobile devices to watch the digital TV based course content, and thus, the T-learning provides the ubiquitous learning environment. However, in real-world data broadcast environments, the…
Technology and Reform-Based Science Education
ERIC Educational Resources Information Center
Dani, Danielle E.; Koenig, Kathleen M.
2008-01-01
Current reforms in science education call for the integration of digital technologies into science teaching, advocating that students learn science content and processes through technology. In this article, we provide practical examples, situated within the literature, of how digital technologies can be used to support the development and…
An Examination of Digital Game-Based Situated Learning Applied to Chinese Language Poetry Education
ERIC Educational Resources Information Center
Chen, Hong-Ren; Lin, You-Shiuan
2016-01-01
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Building Communities for the Exchange of Learning Objects: Theoretical Foundations and Requirements
ERIC Educational Resources Information Center
Koper, Rob; Pannekeet, Kees; Hendriks, Maaike; Hummel, Hans
2004-01-01
In order to reduce overall costs of developing high-quality digital courses (including both the content, and the learning and teaching activities), the exchange of learning objects has been recognized as a promising solution. This article makes an inventory of the issues involved in the exchange of learning objects within a community. It explores…
A Workflow for Learning Objects Lifecycle and Reuse: Towards Evaluating Cost Effective Reuse
ERIC Educational Resources Information Center
Sampson, Demetrios G.; Zervas, Panagiotis
2011-01-01
Over the last decade Learning Objects (LOs) have gained a lot of attention as a common format for developing and sharing digital educational content in the field of technology-enhanced learning. The main advantage of LOs is considered to be their potential for component-based reuse in different learning settings supporting different learning…
LONS: Learning Object Negotiation System
NASA Astrophysics Data System (ADS)
García, Antonio; García, Eva; de-Marcos, Luis; Martínez, José-Javier; Gutiérrez, José-María; Gutiérrez, José-Antonio; Barchino, Roberto; Otón, Salvador; Hilera, José-Ramón
This system comes up as a result of the increase of e-learning systems. It manages all relevant modules in this context, such as the association of digital rights with the contents (courses), management and payment processing on rights. There are three blocks:
Design reflowable digital book template
NASA Astrophysics Data System (ADS)
Prasetya, Didik Dwi; Widiyaningtyas, Triyanna; Arifin, M. Zainal; Wahyu Sakti G., I.
2017-09-01
Electronic books (e-books or digital books) increasingly in demand and continue to grow in the form of future books. One of the standard format electronic books that potential is EPUB (electronic publication) published by the International Digital Publishing Forum (IDPF). This digital book has major advantages are able to provide interactive and reflowable content, which are not found in another book format, such as PDF. Reflowable content allows the book can be accessed through a variety of reader device, like desktop and mobile with a fit and comfort view. However, because the generating process of an EPUB digital book is not as easy a PDF, so this format is less popular. Therefore, in order to help overcome the existing problems, this paper develops digital reflowable text book templates to support electronic learning, especially in Indonesia. This template can be used by anyone to produce a standard digital book quickly and easily without requiring additional specialized knowledge.
The Development of Interactive Mathematics Learning Material Based on Local Wisdom with .swf Format
NASA Astrophysics Data System (ADS)
Abadi, M. K.; Asih, E. C. M.; Jupri, A.
2018-05-01
Learning materials used by students and schools in Serang district are lacking because they do not contain local wisdom content. The aim of this study is to improve the deficiencies in learning materials used by students by making interactive materials based on local wisdom content with format .swf. The method in this research is research and development (RnD) with ADDIE model. In making this interactive learning materials in accordance with the stages of the ADDIE study. The results of this study include interactive learning materials based on local wisdom. This learning material is suitable for digital students.
Newcomers Developing English Literacy through Historical Thinking and Digitized Primary Sources
ERIC Educational Resources Information Center
Franquiz, Maria E.; Salinas, Cinthia S.
2011-01-01
The traditional approach to the education of newcomer students separates English language development from content instruction. It is assumed that English language proficiency is a prerequisite for subject-matter learning. The authors take the alternate view that the integration of historical thinking and digitized primary sources enhances English…
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.
Collaborative Embodied Learning in Mixed Reality Motion-Capture Environments: Two Science Studies
ERIC Educational Resources Information Center
Johnson-Glenberg, Mina C.; Birchfield, David A.; Tolentino, Lisa; Koziupa, Tatyana
2014-01-01
These 2 studies investigate the extent to which an Embodied Mixed Reality Learning Environment (EMRELE) can enhance science learning compared to regular classroom instruction. Mixed reality means that physical tangible and digital components were present. The content for the EMRELE required that students map abstract concepts and relations onto…
Astronomy in the Digital Universe
NASA Astrophysics Data System (ADS)
Haisch, Bernard M.; Lindblom, J.; Terzian, Y.
2006-12-01
The Digital Universe is an Internet project whose mission is to provide free, accurate, unbiased information covering all aspects of human knowledge, and to inspire humans to learn, make use of, and expand this knowledge. It is planned to be a decades long effort, inspired by the Encyclopedia Galactica concept popularized by Carl Sagan, and is being developed by the non-profit Digital Universe Foundation. A worldwide network of experts is responsible for selecting content featured within the Digital Universe. The first publicly available content is the Encyclopedia of Earth, a Boston University project headed by Prof. Cutler Cleveland, which will be part of the Earth Portal. The second major content area will be an analogous Encyclopedia of the Cosmos to be part of the Cosmos Portal. It is anticipated that this will evolve into a major resource for astronomy education. Authors and topic editors are now being recruited for the Encyclopedia of the Cosmos.
NASA Astrophysics Data System (ADS)
Drexler, Wendy
This design-based research case study applied a networked learning approach to a seventh grade science class at a public school in the southeastern United States. Students adapted emerging Web applications to construct personal learning environments for in-depth scientific inquiry of poisonous and venomous life forms. The personal learning environments constructed used Application Programming Interface (API) widgets to access, organize, and synthesize content from a number of educational Internet resources and social network connections. This study examined the nature of personal learning environments; the processes students go through during construction, and patterns that emerged. The project was documented from both an instructional and student-design perspective. Findings revealed that students applied the processes of: practicing digital responsibility; practicing digital literacy; organizing content; collaborating and socializing; and synthesizing and creating. These processes informed a model of the networked student that will serve as a framework for future instructional designs. A networked learning approach that incorporates these processes into future designs has implications for student learning, teacher roles, professional development, administrative policies, and delivery. This work is significant in that it shifts the focus from technology innovations based on tools to student empowerment based on the processes required to support learning. It affirms the need for greater attention to digital literacy and responsibility in K12 schools as well as consideration for those skills students will need to achieve success in the 21st century. The design-based research case study provides a set of design principles for teachers to follow when facilitating student construction of personal learning environments.
Methods and Strategies: Digital Notebooks for Digital Natives
ERIC Educational Resources Information Center
Miller, Bridget; Martin, Christie
2016-01-01
The idea of notebooking is not new in the science classroom. Since the mid-1970s, writing has been found to facilitate students' critical thinking and learning across a variety of content areas. For science educators, notebooks have become an essential tool for supporting students' scientific inquiry in and across concepts. Scientific notebooks…
Bringing Digital Storytelling to the Elementary Classroom: Video Production for Preservice Teachers
ERIC Educational Resources Information Center
Shelton, Catharyn C.; Archambault, Leanna M.; Hale, Annie E.
2017-01-01
This study presents and evaluates a 7-week learning experience embedded in a required content-area course in a teacher preparation program, in which 31 preservice elementary teachers produced digital storytelling videos and considered how this approach may apply to their future classrooms. Qualitative and quantitative data from preservice…
Designing Hypercontextualized Games: A Case Study with LieksaMyst
ERIC Educational Resources Information Center
Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H.
2012-01-01
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…
ERIC Educational Resources Information Center
Pavlik, John V.
2015-01-01
Emerging technologies are fueling a third paradigm of education. Digital, networked and mobile media are enabling a disruptive transformation of the teaching and learning process. This paradigm challenges traditional assumptions that have long characterized educational institutions and processes, including basic notions of space, time, content,…
Constructing Historical Profiles with Digital Natives
ERIC Educational Resources Information Center
Waring, Scott M.; Bentley, Courtney C.
2012-01-01
The purpose of this study was to examine a group of fifth graders experiences, beliefs, and opinions during the construction of digital historical agent profiles. This research study examined a project in which students were engaged in the learning of historical content and were asked to convey information about the life of someone from the past…
Bounded and Unbounded Knowledge: Teaching and Learning in a Web 2 World
ERIC Educational Resources Information Center
Nagy, Judy; Bigum, Chris
2007-01-01
In the recent past, the proliferation of digitally available content heralded the beginning of serious problems for the business models of publishers. The ease with which content can be accessed, copied and distributed disrupts the control of those whose role has been to manage and profit from the intellectual property rights of content producers.…
Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment
ERIC Educational Resources Information Center
Zheng, Meixun
2012-01-01
This mixed methods study examined the flow experience of 5th graders in the CRYSTAL ISLAND game-based science learning environment. Participants were 73 5th graders from a suburban public school in the southeastern US. Quantitative data about students' science content learning and attitudes towards science was collected via pre-and post surveys.…
Engage Families for Anywhere, Anytime Learning
ERIC Educational Resources Information Center
Weiss, Heather B.; Lopez, M. Elena
2015-01-01
As society expects children and youth today to explore content-area topics in depth and to develop critical-thinking, problem-solving, and analytical skills, out-of-school settings are becoming increasingly important to individual learning. These settings, which include libraries, museums, digital media, and after-school programs, are evolving…
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.
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.
Digital Content: Making Learning Relevant
ERIC Educational Resources Information Center
Levin, Douglas A.
2011-01-01
Approximately 15 states are changing their policies to give school districts more flexibility in acquiring content. They have changed laws or policies or have bills pending in state legislatures to redefine "textbooks". Most of those changes are similar to the approach Indiana took in its new law: a "textbook" is not only a…
ERIC Educational Resources Information Center
Niess, Margaret; Gillow-Wiles, Henry
2013-01-01
This primarily online Master's degree program focused on advancing K-8 teachers' interdisciplinary mathematical and science content knowledge while integrating appropriate digital technologies as learning and teaching tools. The mixed-method, interpretive study examined in-service teachers' technological, pedagogical, and content knowledge (TPACK)…
How Augmented Reality Enables Conceptual Understanding of Challenging Science Content
ERIC Educational Resources Information Center
Yoon, Susan; Anderson, Emma; Lin, Joyce; Elinich, Karen
2017-01-01
Research on learning about science has revealed that students often hold robust misconceptions about a number of scientific ideas. Digital simulation and dynamic visualization tools have helped to ameliorate these learning challenges by providing scaffolding to understand various aspects of the phenomenon. In this study we hypothesize that…
Retrieving Online Language Learning Resources: Classification and Quality
ERIC Educational Resources Information Center
Krajcso, Zita; Frimmel, Ulrike
2017-01-01
Foreign language teachers and learners use digital repositories frequently to find appropriate activities for their teaching and learning activities. The question is: How can content providers support them in finding exactly what they need and in retrieving high quality resources? This question has been discussed in the literature and in the…
ERIC Educational Resources Information Center
Bushweller, Kevin C., Ed.
2017-01-01
This report, the 20th edition of "Technology Counts," examines how schools are tackling tech training for teachers, "passive" vs. "active" use of digital tools, and online learning needs. Contents include: (1) Tracking 20 Years of Change in Ed Tech (Kevin C. Bushweller); (2) Poor Students Face Digital Divide in How…
ERIC Educational Resources Information Center
Kosonen, Kari; Ilomäki, Liisa; Lakkala, Minna
2015-01-01
The present study focuses on examining how digitally guided conceptual mapping can be used in orienting students in higher education to learn complex domain content and practices. The outcomes of conceptual mapping were investigated as the orienting bases created by the students that used digitalized conceptual tools to construct an external…
From Newton to Gates--Digital Principia
ERIC Educational Resources Information Center
Beckwith, E. George; Cunniff, Daniel T.
2008-01-01
Computers are becoming the norm for teaching and learning. The Internet gives people ready access to text, visual and audio messages from around the world. For teachers, content is critical and the future dictates the need for major changes in the role of the teacher and learner. Today's digital tools and video games have proven to be well known…
Digital Media in Today's Classrooms: The Potential for Meaningful Teaching, Learning, and Assessment
ERIC Educational Resources Information Center
Wilson, Dawn; Alaniz, Katie; Sikora, Joshua
2016-01-01
Educators who engage with today's students appreciate the impact digital media has on the lives of our younger generations. Learners of today consume, create, and publish multimedia content continuously, using a variety of devices such as cell phones, tablets, and computers. They generate original and innovative products through programs, apps,…
Teaching Practice in the 21st Century: Emerging Trends, Challenges and Opportunities
ERIC Educational Resources Information Center
Jansen, Cecelia; van der Merwe, Petro
2015-01-01
Digital technology for teaching practice students means the ability of student teachers to use digital artefacts as integral part of their pedagogical content knowledge. Student teachers need to be also aware of what implications this has for teaching and learning strategies plus the building aspects in the lesson presentation. A new approach to…
Towards a Disruptive Pedagogy: Changing Classroom Practice with Technologies and Digital Content
ERIC Educational Resources Information Center
Hedberg, John G.
2011-01-01
Over the past 40 years, the goal of using technologies within learning and teaching processes has always been the incorporation of more effective practices and strategies to redefine the task of learning. Some authors claim that the exercise is not working; other authors beseech us to rethink learning processes to the extent that we are dealing…
Chairs!: A Mobile Game for Organic Chemistry Students to Learn the Ring Flip of Cyclohexane
ERIC Educational Resources Information Center
Winter, Julia; Wentzel, Michael; Ahluwalia, Sonia
2016-01-01
The hallmark of game-based learning is that students discover concepts through trial and error as they play. With the digital landscape in higher education shifting to mobile-first, new tools for learning chemistry are both possible and needed. Interactive games for chemistry bring intuitive content directly to students through their devices. The…
ERIC Educational Resources Information Center
Richard, Gabriela T.
2017-01-01
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
NASA Astrophysics Data System (ADS)
Agustin, R. R.; Liliasari; Sinaga, P.; Rochintaniawati, D.
2018-05-01
The use of technology into science learning encounters problems. One of the problem is teachers’ less technological pedagogical and content knowledge (TPACK) on the implementation of technology itself. The purpose of this study was to investigate science teachers’ experience in using digital technology into science classroom. Through this study science teachers’ technological knowledge (TK) and technological content knowledge (TCK) can be unpacked. Descriptive method was used to depict science teachers’ TK and TCK through questionnaire that consisted of 20 questions. Subjects of this study were 25 science teachers in Bandung, Indonesia. The study was conducted in the context of teacher professional training. Result shows that science teachers still have less TK, yet they have high TCK. The teachers consider characteristics of concepts as main aspect for implementing technology into science teaching. This finding describes teachers’ high technological content knowledge. Meanwhile, science teachers’ technological knowledge was found to be still low since only few of them who can exemplify digital technology that can be implemented into several science concept. Therefore, training about technology implementation into science teaching and learning is necessary as a means to improve teachers’ technological knowledge.
Solutions to Challenges Facing a University Digital Library and Press
D'Alessandro, Michael P.; Galvin, Jeffrey R.; Colbert, Stephana I.; D'Alessandro, Donna M.; Choi, Teresa A.; Aker, Brian D.; Carlson, William S.; Pelzer, Gay D.
2000-01-01
During the creation of a university digital library and press intended to serve as a medical reference and education tool for health care providers and their patients, six distinct and complex digital publishing challenges were encountered. Over nine years, through a multidisciplinary approach, solutions were devised to the challenges of digital content ownership, management, mirroring, translation, interactions with users, and archiving. The result is a unique, author-owned, internationally mirrored, university digital library and press that serves as an authoritative medical reference and education tool for users around the world. The purpose of this paper is to share the valuable digital publishing lessons learned and outline the challenges facing university digital libraries and presses. PMID:10833161
Creating a virtual community of learning predicated on medical student learning styles.
McGowan, Julie; Abrams, Matthew; Frank, Mark; Bangert, Michael
2003-01-01
To create a virtual community of learning within the Indiana University School of Medicine, learning tools were developed within ANGEL to meet the learning needs and habits of the medical students. Determined by student feedback, the integration of digital audio recordings of class lectures into the course management content with several possible outputs was paramount. The other components included electronic enhancement of old exams and providing case-based tutorials within the ANGEL framework. Students are using the curriculum management system more. Faculty feel more secure about their intellectual property because of the authentication and security offered through the ANGEL system. The technology applications were comparatively easy to create and manage. The return on investment, particularly for the digital audio recording component, has been substantial. By considering student learning styles, extant curriculum management systems can be enhanced to facilitate student learning within an electronic environment.
ERIC Educational Resources Information Center
Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette
2016-01-01
Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…
ERIC Educational Resources Information Center
Loftus, Maria; Tiernan, Peter; Cherian, Sebastian
2014-01-01
Evidence has shown that students have greatly increased their consumption of digital video, principally through video sharing sites. In parallel, students' participation in video sharing and creation has also risen. As educators, we need to question how this can be effectively translated into a positive learning experience for students, whilst…
Podcasting and Digital Video in the Classroom: A Call for Research
ERIC Educational Resources Information Center
Newman, John H.
2011-01-01
A case is directed at digital immigrants to utilize mobile computing devices such as an Apple iPod to deliver content to students in self-contained special education classrooms. The author discusses the current state of the use of iPods in classrooms, and how research using these devices has been limited to institutions of higher learning, while…
A digital library of radiology images.
Kahn, Charles E
2006-01-01
A web-based virtual library of peer-reviewed radiological images was created for use in education and clinical decision support. Images were obtained from open-access content of five online radiology journals and one e-learning web site. Figure captions were indexed by Medical Subject Heading (MeSH) codes, imaging modality, and patient age and sex. This digital library provides a new, valuable online resource.
Developing a Livebinder as Teaching Resource in Family & Consumer Sciences
ERIC Educational Resources Information Center
Miller, Cynthia L.
2015-01-01
The primary purpose of this paper is to explain how a digital tool, "LiveBinder," can be used for organizing online content and learning. The article explains why this digital tool should be utilized as a teaching resource and describes common uses. It also addresses how LiveBinders can be organized using shelves. A model LiveBinder of…
ERIC Educational Resources Information Center
Stahl, William M.; Karger, Joanne
2016-01-01
The rapid adoption of digital content and delivery systems, each with its own capacity to track, store, and analyze student usage, interactions, and academic outcomes at both a highly detailed and granular level, has emerged as an area of widespread opportunity, but also of concern. The comingling of various student data sets (demographics, usage,…
Design Matters: Explorations of Content and Design in Fraction Games
ERIC Educational Resources Information Center
Gresalfi, Melissa Sommerfeld; Rittle-Johnson, Bethany; Loehr, Abbey; Nichols, Isaac
2018-01-01
The goal of the current study was to contribute to our emergent understanding of whether and how particular types of digital games can support student learning and engagement. We focused on commercially available educational apps that focused on similar content (fraction comparison and equivalence) but represented extremes in how game-like they…
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.
ERIC Educational Resources Information Center
Vellucci, Sherry L.; Hsieh-Yee, Ingrid; Moen, William E.
2007-01-01
The networked environment forced a sea change in Library and Information Science (LIS) education. Most LIS programs offer a mixed-mode of instruction that integrates online learning materials with more traditional classroom pedagogical methods and faculty are now responsible for developing content and digital learning objects. The teaching commons…
LingoBee--Crowd-Sourced Mobile Language Learning in the Cloud
ERIC Educational Resources Information Center
Petersen, Sobah Abbas; Procter-Legg, Emma; Cacchione, Annamaria
2013-01-01
This paper describes three case studies, where language learners were invited to use "LingoBee" as a means of supporting their language learning. LingoBee is a mobile app that provides user-generated language content in a cloud-based shared repository. Assuming that today's students are mobile savvy and "Digital Natives" able…
ERIC Educational Resources Information Center
Rosen, Yigal; Beck-Hill, Dawne
2012-01-01
This study provides a comprehensive look at a constructivist one-to-one computing program's effects on teaching and learning practices as well as student learning achievements. The study participants were 476 fourth and fifth grade students and their teachers from four elementary schools from a school district in the Dallas, Texas, area. Findings…
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
Children and Adolescents and Digital Media.
Reid Chassiakos, Yolanda Linda; Radesky, Jenny; Christakis, Dimitri; Moreno, Megan A; Cross, Corinn
2016-11-01
Today's children and adolescents are immersed in both traditional and new forms of digital media. Research on traditional media, such as television, has identified health concerns and negative outcomes that correlate with the duration and content of viewing. Over the past decade, the use of digital media, including interactive and social media, has grown, and research evidence suggests that these newer media offer both benefits and risks to the health of children and teenagers. Evidence-based benefits identified from the use of digital and social media include early learning, exposure to new ideas and knowledge, increased opportunities for social contact and support, and new opportunities to access health promotion messages and information. Risks of such media include negative health effects on sleep, attention, and learning; a higher incidence of obesity and depression; exposure to inaccurate, inappropriate, or unsafe content and contacts; and compromised privacy and confidentiality. This technical report reviews the literature regarding these opportunities and risks, framed around clinical questions, for children from birth to adulthood. To promote health and wellness in children and adolescents, it is important to maintain adequate physical activity, healthy nutrition, good sleep hygiene, and a nurturing social environment. A healthy Family Media Use Plan (www.healthychildren.org/MediaUsePlan) that is individualized for a specific child, teenager, or family can identify an appropriate balance between screen time/online time and other activities, set boundaries for accessing content, guide displays of personal information, encourage age-appropriate critical thinking and digital literacy, and support open family communication and implementation of consistent rules about media use. Copyright © 2016 by the American Academy of Pediatrics.
Diaz-Orueta, Unai; Facal, David; Nap, Henk Herman; Ranga, Myrto-Maria
2012-04-01
Learning digital games can influence both older adults' health condition and their capacity to carry on activities in their actual environment. The goal of the current study was to explore and define the user requirements for developing digital learning games for older Europeans, focusing on types of learning games, motivational and social aspects, and preferences on game controllers. For this initial stage, a qualitative focus group study was performed in three participating countries (Spain, The Netherlands, and Greece) where both games existing in the market and others developed in other European Commission projects like HERMES were presented to them, both on video presentations and also with the possibility to actually test some of them. Challenge, socialization, fun, providing learning opportunities, and escape from daily routine were extracted as the main keys why older people would be interested in playing digital games. Users described themselves as active and participating in many leisure activities, and this level of activity appeared to be related with the contents proposed for digital games, such as physical activity, culture, arts, and other human sciences (history, geography, traveling, foreign languages, music), and daily life skills (cooking, computer use, first aid). The knowledge gathered from the focus groups will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of older Europeans.
Harnessing the power of mobile technologies for collaborating, crowdsourcing, and creating
NASA Astrophysics Data System (ADS)
Crompton, H.
2015-12-01
Today's digital technologies can have a powerful influence on teaching and learning. M-learning and u-learning in particular are changing pedagogical practice. Sub categories are rapidly emerging, such as context-aware ubiquitous learning, that involve students learning subject content while immersed in authentic and relevant surroundings. Learning cultures are a nebulous blend of traditions, values, beliefs, and rituals built up over time. For a long time, education has long been conceived as classroom-based and predominantly sedentary (Merchant, 2012). Recent mobile technologies are disrupting this culture in favor of learning that is contextualized, personalized, on demand, and ubiquitous (Crompton, 2013). 21st century students are a different breed than past generations (Prensky, 2001). These students have grown up in a time that has not only altered their perceptions and practices but modified the wiring of the brain through neuroplasticity (Crompton, 2012). Students now cognitively receive information quickly through non-linear methods (Gross, 2003, Oblinger & Oblinger, 2005). They think differently. They also seem to be attached to mobile devices 24/7, although the content of the lesson does not match what they seem to be doing on the mobile devices. This presentation will showcase how to get your students to harness the power of mobile devices for educational purposes. For example, students in your classes will be using devices to collaborate on activities with Google Forms, crowdsourcing the best class questions in Slido, and screencasting thoughts and ideas to share with others with Educreations. These are examples of free apps or Web 2.0 tools that can be used on all the major mobile platforms. Crompton, H. (2013). Mobile learning: New approach, new theory. In Z. L. Berge & L. Y. Muilenburg (Eds.), Handbook of mobile learning (pp. 47-57). Prensky, M. (2001). Digital natives, digital immigrants. Mcb University Press, 9(5). Oblinger, D., & Oblinger, J. (2005). Educating the Net Generation. EDUCAUSE http://www.educause.edu/educatingthenetgen Merchant, G. (2012). Mobile practices in everyday life: Popular digital technologies and schooling revisited. British Journal of Educational Technology, 43(5), 770-782.
The LINDSAY Virtual Human Project: an immersive approach to anatomy and physiology.
Tworek, Janet K; Jamniczky, Heather A; Jacob, Christian; Hallgrímsson, Benedikt; Wright, Bruce
2013-01-01
The increasing number of digital anatomy teaching software packages challenges anatomy educators on how to best integrate these tools for teaching and learning. Realistically, there exists a complex interplay of design, implementation, politics, and learning needs in the development and integration of software for education, each of which may be further amplified by the somewhat siloed roles of programmers, faculty, and students. LINDSAY Presenter is newly designed software that permits faculty and students to model and manipulate three-dimensional anatomy presentations and images, while including embedded quizzes, links, and text-based content. A validated tool measuring impact across pedagogy, resources, interactivity, freedom, granularity, and factors outside the immediate learning event was used in conjunction with observation, field notes, and focus groups to critically examine the impact of attitudes and perceptions of all stakeholders in the early implementation of LINDSAY Presenter before and after a three-week trial period with the software. Results demonstrate that external, personal media usage, along with students' awareness of the need to apply anatomy to clinical professional situations drove expectations of LINDSAY Presenter. A focus on the software over learning, which can be expected during initial orientation, surprisingly remained after three weeks of use. The time-intensive investment required to create learning content is a detractor from user-generated content and may reflect the consumption nature of other forms of digital learning. Early excitement over new technologies needs to be tempered with clear understanding of what learning is afforded, and how these constructively support future application and integration into professional practice. Copyright © 2012 American Association of Anatomists.
ERIC Educational Resources Information Center
Ochsner, Karl
2010-01-01
Students are moving away from content consumption to content production. Short movies are uploaded onto video social networking sites and shared around the world. Unfortunately they usually contain little to no educational value, lack a narrative and are rarely created in the science classroom. According to new Arizona Technology standards and…
ERIC Educational Resources Information Center
Santally, Mohammad Issack; Rajabalee, Yousra; Cooshna-Naik, Dorothy
2012-01-01
This paper discusses how modern technologies are changing the teacher-student-content relationships from the conception to the delivery of so-called "distance" education courses. The concept of Distance Education has greatly evolved in the digital era of 21st Century. With the widespread use and access to the Internet, exponential growth…
Multimedia Integration for Language e-Learning: Content, Context and the e-Dossier
ERIC Educational Resources Information Center
Sanchez-Villalon, Pedro Pablo; Ortega, Manuel; Sanchez-Villalon, Asuncion
2010-01-01
In the education world, it is widely accepted that language learning is one of the pioneering disciplines in the application and use of the information and communication technologies, initially preceded by the widespread use of audiovisual resources which, finally integrated in the digital space, bring about the use of multimedia. Additionally,…
Aiming at Sustainable Innovation in Teacher Education--From Theory to Practice
ERIC Educational Resources Information Center
Turcsányi-Szabó, Márta
2012-01-01
The paper composes a framework for learning design, using Web 2.0 technologies in teacher training, transferring the advancement in technology to become an affordance in the teaching/learning process, based on Bloom's Extended Digital Taxonomy in order to enhance the Technological Pedagogical and Content Knowledge of teachers. As a case study, it…
ERIC Educational Resources Information Center
Nuhoglu Kibar, Pinar; Akkoyunlu, Buket
2017-01-01
In this ever more digital and visual world, it has become more vital that students are encouraged to create content during the learning process through effective visualization of their knowledge. Infographics are an effective method for such visualization. The current study therefore proposes an infographic design rubric (IDR) as a criteria-based…
NASA Astrophysics Data System (ADS)
Agustin, RR; Liliasari, L.; Sinaga, P.; Rochintaniawati, D.
2017-09-01
Atoms, ions and molecules are considered as abstract concepts that often lead to students’ learning difficulties. Th is study aimed at providing description of pre-service science teachers (PSTs)’ creative thinking skills on atoms, elements and compounds digital media creation. Qualitative descriptive method were employed to acquire data. Instruments used were rubric of PSTs’ digital teaching media, open ended question related to PSTs’ technological knowledge and pre-test about atoms, ions and molecules that were given to eighteen PSTs. The study reveals that PSTs’ creative thinking skills were still low and inadequate to create qualified teaching media of atoms, ions and molecules. PSTs’ content and technological knowledge in regard with atoms, ions and molecules are the most contributing factors. This finding support the necessity of developing pre-service and in-service science teachers’ creative thinking skill in digital media that is embedded to development of technological content knowledge.
Design features of on-line anatomy information resources: a comparison with the Digital Anatomist.
Kim, S; Brinkley, J F; Rosse, C
1999-01-01
In order to update the design of the next generation of the Digital Anatomist, we have surveyed teaching assistants who have used the Digital Anatomist for learning and teaching anatomy as medical students, and have also examined available anatomy web sites with sufficient content to support learning. The majority of web sites function in an atlas mode and provide for the identification of structures. These atlases incorporate a variety of features for interactivity with 2D images, some of which are not available in the Digital Anatomist. The surveys suggest that the greatest need is for on-line access to comprehensive and detailed anatomical information and for the development of knowledge-based methods that allow the direct manipulation of segmented 3D graphical models by the user. The requirement for such interactivity is a comprehensive symbolic model of the physical organization of the body that can support inference.
NASA Astrophysics Data System (ADS)
Cunningham, Sally Jo
The current crop of digital libraries for the computing community are strongly grounded in the conventional library paradigm: they provide indexes to support searching of collections of research papers. As such, these digital libraries are relatively impoverished; the present computing digital libraries omit many of the documents and resources that are currently available to computing researchers, and offer few browsing structures. These computing digital libraries were built 'top down': the resources and collection contents are forced to fit an existing digital library architecture. A 'bottom up' approach to digital library development would begin with an investigation of a community's information needs and available documents, and then design a library to organize those documents in such a way as to fulfill the community's needs. The 'home grown', informal information resources developed by and for the machine learning community are examined as a case study, to determine the types of information and document organizations 'native' to this group of researchers. The insights gained in this type of case study can be used to inform construction of a digital library tailored to this community.
ERIC Educational Resources Information Center
Thomas, Antonio Lamar
2017-01-01
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Creating User-Generated Content for Location-Based Learning: An Authoring Framework
ERIC Educational Resources Information Center
FitzGerald, E.
2012-01-01
Two recent emerging trends are that of Web 2.0, where users actively create content and publish it on the Web, and also location awareness, where a digital device utilizes a person's physical location as the context to provide specific services and/or information. This paper examines how these two phenomena can be brought together so that…
ERIC Educational Resources Information Center
Lent, ReLeah Cossett
2009-01-01
Written for the busy practitioner by an experienced professional development consultant, writer, and speaker, "Literacy for Real" is a hands-on guide to meaningful reading across the content areas of math, science, and social studies in grades 6-12. It presents key information that addresses all types of 21st century literacy--visual, digital, and…
ERIC Educational Resources Information Center
Zacharis, Georgios K.; Mikropoulos, Tassos Anastasios; Kalyvioti, Katerina
2016-01-01
Studies showed that two-dimensional (2D) and three-dimensional (3D) educational content contributes to learning. Although there were many studies with 3D stereoscopic learning environments, only a few studies reported on the differences between real, 2D, and 3D scenes, as far as cognitive load and attentional demands were concerned. We used…
Envision and Observe: Using the Studio Thinking Framework for Learning and Teaching in Digital Arts
ERIC Educational Resources Information Center
Sheridan, Kimberly M.
2011-01-01
The Studio Thinking Framework (STF) focuses on habits of mind taught through studio arts rather than disciplinary content or media-specific techniques. It is well suited to integrate studies of arts learning and teaching in a range of contexts, and it provides a framework for understanding how visual arts participation is dramatically changing…
ERIC Educational Resources Information Center
Petrovic, J.; Pale, P.; Jeren, B.
2017-01-01
This study aimed to investigate the effects of using online formative assessments on students' learning achievements. Using a quasi-experimental study design with one control group (no formative assessments available), and two experimental groups receiving feedback in available online formative assessments (knowledge of the correct response--KCR,…
Exploring the Potential of Podcasting to Deliver Mobile Ubiquitous Learning in Higher Education
ERIC Educational Resources Information Center
Lee, Mark J. W.; Chan, Anthony
2006-01-01
Podcasting facilitates the timely delivery of digital audio content such as MP3 files to a user's desktop, as it becomes available. The authors believe it holds tremendous potential as a low-cost, low-barrier tool for mobile ubiquitous learning, given the large uptake of portable music players. This paper explores some of the possibilities for…
Community of Inquiry Development in a Blended Learning Course for In-Service Teachers
ERIC Educational Resources Information Center
Theodosiadou, Dimitra; Konstantinidis, Angelos; Pappos, Christos; Papadopoulos, Nikos
2017-01-01
The paper presents the course design and evaluation methods of an online community of inquiry that is developed in a blended learning training course for in-service teachers working in public K-6 schools in Greece. The course content is about digital storytelling, its educational value, and the use of supportive web 2.0 tools for developing…
Learning Management Systems: Coupled Simulations and Assessments in a Digital Systems Course
ERIC Educational Resources Information Center
Wuttke, Heinz-Dietrich; Henke, Karsten
2009-01-01
Purpose: The content, provided in learning management systems (LMS), is often text oriented as in a usual textbook, extended by some animations and links. Hands on activities and experiments are not possible. The paper aims to give an overview about the concept to couple smart simulation and assessment tools with an LMS to provide a more…
ERIC Educational Resources Information Center
Bazo, Plácido; Rodríguez, Romén; Fumero, Dácil
2016-01-01
In this paper, we will introduce an innovative software platform that can be especially useful in a Content and Language Integrated Learning (CLIL) context. This tool is called Vocabulary Notebook, and has been developed to solve all the problems that traditional (paper) vocabulary notebooks have. This tool keeps focus on the personalisation of…
eLearning or technology enhanced learning in medical education-Hope, not hype.
Goh, Poh Sun
2016-09-01
This Personal View elaborates on my strong conviction that the excitement and positive feelings that many of us have for eLearning or Technology enhanced learning (TeL) is well founded, and will argue why our hopes are justified, and not misplaced. In a nutshell, I believe that eLearning or TeL is a significant advance from previous generations of educational innovation, and offers benefits for students, educators and administrators; by synergistically combining the capabilities of digital content, the Internet, and mobile technology, supported by software and applications or "Apps".
A model of blended learning in a preclinical course in prosthetic dentistry.
Reissmann, Daniel R; Sierwald, Ira; Berger, Florian; Heydecke, Guido
2015-02-01
The aim of this study was to evaluate the use of blending learning that added online tools to traditional learning methods in a preclinical course in prosthetic dentistry at one dental school in Germany. The e-learning modules were comprised of three main components: fundamental principles, additional information, and learning objective tests. Video recordings of practical demonstrations were prepared and cut into sequences meant to achieve single learning goals. The films were accompanied by background information and, after digital processing, were made available online. Additionally, learning objective tests and learning contents were integrated. Evaluations of 71 of 89 students (response rate: 80%) in the course with the integrated e-learning content were available for the study. Compared with evaluation results of the previous years, a substantial and statistically significant increase in satisfaction with learning content (from 30% and 34% to 86%, p<0.001) and learning effect (from 65% and 63% to 83%, p<0.05) was observed. Satisfaction ratings stayed on a high level in three subsequent courses with the modules. Qualitative evaluation revealed mostly positive responses, with not a single negative comment regarding the blended learning concept. The results showed that the e-learning tool was appreciated by the students and suggest that learning objective tests can be successfully implemented in blended learning.
Exploring the use of tablet PCs in veterinary medical education: opportunity or obstacle?
Wang, Hong; Rush, Bonnie R; Wilkerson, Melinda; van der Merwe, Deon
2014-01-01
A tablet PC is a laptop computer with a touch screen and a digital pen or stylus that can be used for handwritten notes and drawings. The use of tablet PCs has been investigated in many disciplines such as engineering, mathematics, science, and education. The purpose of this article is to explore student and faculty attitudes toward and experiences with tablet PCs 6 years after the implementation of a tablet PC program in the College of Veterinary Medicine (CVM) at Kansas State University (K-State). This study reports that the use of tablet PCs has enhanced students' learning experiences through learner-interface interaction, learner-content interaction, learner-instructor interaction, and learner-learner interaction. This study also identifies digital distraction as the major negative experience with tablet PCs during class time. The tablet PC program provides CVM faculty the potential to pursue technology integration strategies that support expected learning outcomes and provides students the potential to develop self-monitoring and self-discipline skills that support learning with digital technologies.
ERIC Educational Resources Information Center
Leeds, Elke M.; Raven, Arjan; Brawley, Dorothy
2007-01-01
As more and more classes are taught on-line, new challenges for assessment of student learning have come about. In this paper on the use of digital video (DV) as an acceptable means to assess student oral business presentation skills, content analysis was used to test for the presence of primary traits inherent in effective formal business…
A Hybrid Approach to Develop an Analytical Model for Enhancing the Service Quality of E-Learning
ERIC Educational Resources Information Center
Wu, Hung-Yi; Lin, Hsin-Yu
2012-01-01
The digital content industry is flourishing as a result of the rapid development of technology and the widespread use of computer networks. As has been reported, the market size of the global e-learning (i.e., distance education and telelearning) will reach USD 49.6 billion in 2014. However, to retain and/or increase the market share associated…
NASA Astrophysics Data System (ADS)
Azi, J. I.; Nkom, A. A.; Schweppe, M.
2012-10-01
Advances in Information and Communication Technology (ICT) is transforming the 21st century learning environment, from its traditional face-to-face, structured curriculum, fixed location and teacher-centered nature, into a more flexible and self-directed process. For instance, variously designed and developed instructional multimedia contents and interfaces in forms of (i) productivity, (ii) educational or (iii) gaming software, enable active learning access as mobile or classroom technologies, interactive tutorials, online discussions, internet conferencing and online databases. However, while this article considers these recent developments such as Intellimedia, NEPAD e-School, OLPC and Intel Classmate projects and so on as trendy and groundbreaking. It observes with discontent that the design of their contents and interfaces seem to be targeted at cross-cultural audiences, with very little or no consideration for minorities like Africa. The authors opine therefore that if the challenge of ICT integration towards bridging the digital divides in Africa must be taken very serious, the task transcends merely supplying networked computer hardware to local schools. Digital contents are required that reflect the beauty and riches of Africaís culture and heritage like music, fashion, architecture, arts and crafts. Against which backdrop, the Interactive Child Learning Aid Project (i-CLAP) model was initiated as a potential indigenous resource, for enhancing pre-primary education in Nigeria adapting the ADDIE model structure. The researchers observe that while 'customizationí of ICT applications targeted at local audience is commendable, integrating relevant indigenous contents has the potential to enhance efficacy and consequently raise the motivational level of local learners.
Tufts Health Sciences Database: lessons, issues, and opportunities.
Lee, Mary Y; Albright, Susan A; Alkasab, Tarik; Damassa, David A; Wang, Paul J; Eaton, Elizabeth K
2003-03-01
The authors present their seven-year experience with developing the Tufts Health Sciences Database (Tufts HSDB), a database-driven information management system that combines the strengths of a digital library, content delivery tools, and curriculum management. They describe a future where online tools will provide a health sciences learning infrastructure that fosters the work of an increasingly interdisciplinary community of learners and allows content to be shared across institutions as well as with academic and commercial information repositories. The authors note the key partners in Tufts HSDB's success--the close collaboration of the health sciences library, educational affairs, and information technology staff. Tufts HSDB moved quickly from serving the medical curriculum to supporting Tufts' veterinary, dental, biomedical sciences, and nutrition schools, thus leveraging Tufts HSDB research and development with university-wide efforts including Internet2 middleware, wireless access, information security, and digital libraries. The authors identify major effects on teaching and learning, e.g., what is better taught with multimedia, how faculty preparation and student learning time can be more efficient and effective, how content integration for interdisciplinary teaching and learning is promoted, and how continuous improvement methods can be integrated. Also addressed are issues of faculty development, copyright and intellectual property, budgetary concerns, and coordinating IT across schools and hospitals. The authors describe Tufts' recent experience with sharing its infrastructure with other schools, and welcome inquiries from those wishing to explore national and international partnerships to create a truly open and integrated infrastructure for education across the health sciences.
Crafting a positive professional digital profile to augment your practice
Kraakevik, Jeff
2016-01-01
Abstract A digital profile is the sum content about a person on the Internet. A digital profile can be composed of personal or professional information shared on public Web sites posted personally or by others. One of the most effective ways to build a positive professional digital profile is through social media. It is increasingly important to maintain a positive digital profile as others mine the Internet to find out about a professional prior to meeting him or her. As the digital environment continues to grow, it will become increasingly difficult to neglect a professional digital profile without potential negative consequences. There are many benefits to creating a digital presence and using the tools available to learn about neurology and interact with other professionals and patients in ways that were not possible in the past. The spread of social media to a large part of the population makes it unlikely to go away. PMID:29443275
Betts, Lucy R; Hill, Rowena; Gardner, Sarah E
2017-10-01
Older adults' definitions of digital technology, and experiences of digital inclusion sessions, were examined using qualitative approaches. Seventeen older adults (aged between 54 and 85 years) participated in two focus groups that each lasted approximately 90 min to explore how older adults understood technology within their lived experience. Interpretative phenomenological analysis yielded two main themes: thirst for knowledge and a wish list for digital technology sessions. A separate content analysis was performed to identify what technology older adults identified as digital technology. This analysis revealed that the older adults most frequently defined digital technology as computers and telephones. The findings support the conclusions that this group of older adults, some of whom were "successful users," have a wide knowledge of digital technology, are interested in gaining more skills, and desire knowledge acquisition through personalized one-to-one learning sessions.
Crafting a positive professional digital profile to augment your practice.
Kraakevik, Jeff
2016-02-01
A digital profile is the sum content about a person on the Internet. A digital profile can be composed of personal or professional information shared on public Web sites posted personally or by others. One of the most effective ways to build a positive professional digital profile is through social media. It is increasingly important to maintain a positive digital profile as others mine the Internet to find out about a professional prior to meeting him or her. As the digital environment continues to grow, it will become increasingly difficult to neglect a professional digital profile without potential negative consequences. There are many benefits to creating a digital presence and using the tools available to learn about neurology and interact with other professionals and patients in ways that were not possible in the past. The spread of social media to a large part of the population makes it unlikely to go away.
Access and Use: Improving Digital Multimedia Consumer Health Information.
Thomas, Alex
2016-01-01
This project enabled novel organisational insight into the comparative utility of a portfolio of consumer health information content, by measuring patterns of attrition (abandonment) in content use. The project used as a case study the event activity log of a fully automated digital information kiosk, located in a community health facility. Direct measurements of the duration of content use were derived from the user interface activity recorded in the kiosk log, thus avoiding issues in using other approaches to collecting this type of data, such as sampling and observer bias. The distribution patterns of 1,383 durations of observed abandonments of use for twenty-eight discrete modules of health information content were visualised using Kaplan-Meir survival plots. Clear patterns of abandonment of content use were exhibited. The method of analysis is cost-effective, scalable and provides deep insight into the utility of health promotion content. The impact on the content producers, platform operators and service users is to improve organisational learning and thus increase the confidence in stakeholders that the service is continuously delivering high quality health and wellbeing benefits.
ERIC Educational Resources Information Center
Goines, Erika Kristine Kelly
2012-01-01
As the ideas behind traditional learning change the content delivery methods used by teachers should adapt as well. Teachers are being asked to find ways of introducing and relating the material to students in the web world that many digital natives live in outside of the classroom walls. To prevent the misuse of Internet inside of the classroom…
Web 2.0 and Emergent Multiliteracies
ERIC Educational Resources Information Center
Alexander, Bryan
2008-01-01
Students are, increasingly, digital content producers, and participate extensively in evolving online social networks. The emergence of the former represents subtle changes in students' experience of images, audience, copyright, ownership of learning, and technology. Experiencing the latter places students in an awkward position in terms of…
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.
ERIC Educational Resources Information Center
Maurino, Paula San Millan
2006-01-01
Modern communication technologies continue to spawn new and transformed genres, but in the digital realm, distinctions between form, content, and medium are blurred. Confounding this issue is the fact that genres are usually specific to a particular discourse community of users with learned social and cultural expectations. In the domain of higher…
Classification of Encrypted Web Traffic Using Machine Learning Algorithms
2013-06-01
DPI devices to block certain websites; Yu, Cong, Chen, and Lei [52] suggest hashing the domains of pornographic and illegal websites so ISPs can...Zhenming Lei. “Blocking pornographic , illegal websites by internet host domain using FPGA and Bloom Filter”. Network Infrastructure and Digital Content
Does Digital Scholarship through Online Lectures Affect Student Learning?
ERIC Educational Resources Information Center
Kinash, Shelley; Knight, Diana; McLean, Matthew
2015-01-01
University lectures are increasingly recorded or reproduced and made available to students online. This paper aggregates and critically reviews the associated literature, thematically organised in response to four questions. In response to the first question--does student attendance decrease when online content is made available--research…
Tufts Health Sciences Database: Lessons, Issues, and Opportunities.
ERIC Educational Resources Information Center
Lee, Mary Y.; Albright, Susan A.; Alkasab, Tarik; Damassa, David A.; Wang, Paul J.; Eaton, Elizabeth K.
2003-01-01
Describes a seven-year experience with developing the Tufts Health Sciences Database, a database-driven information management system that combines the strengths of a digital library, content delivery tools, and curriculum management. Identifies major effects on teaching and learning. Also addresses issues of faculty development, copyright and…
NASA Astrophysics Data System (ADS)
Clini, P.; Nespeca, R.; Ruggeri, L.
2017-05-01
Today the ICTs are favourable additions to museum exhibitions. This work aims to realize an innovative system of digital exploitation of artefacts in the National Archaeological Museum of Marche (MANaM), in order to create a shared museum that will improve the knowledge of cultural contents through the paradigm "learning by interacting" and "edutainment". The main novelty is the implementation of stand-alone multimedia installations for digital artefacts that combine real and virtual scenarios in order to enrich the experience, the knowledge and the multi-sensory perception. A Digital Library (DL) is created using Close Range Photogrammetry (CRP) techniques applied to 21 archaeological artefacts belonging to different categories. Enriched with other data (texts, images, multimedia), all 3D models flow into the cloud data server from which are recalled in the individual exhibitions. In particular, we have chosen three types of technological solutions: VISUAL, TACTILE, SPATIAL. All the solutions take into account the possibility of group interaction, allowing the participation of the interaction to an appropriate number of users. Sharing the experience enables greater involvement, generating communicative effectiveness much higher than it would get from a lonely visit. From the "Museum Visitors Behaviour Analysis" we obtain a survey about users' needs and efficiency of the interactive solutions. The main result of this work is the educational impact in terms of increase in visitors, specially students, learning increase of historical and cultural content, greater user involvement during the visit to the museum.
Game-Based Learning in Science Education: A Review of Relevant Research
NASA Astrophysics Data System (ADS)
Li, Ming-Chaun; Tsai, Chin-Chung
2013-12-01
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students' problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.
Can YouTube enhance student nurse learning?
Clifton, Andrew; Mann, Claire
2011-05-01
The delivery of nurse education has changed radically in the past two decades. Increasingly, nurse educators are using new technology in the classroom to enhance their teaching and learning. One recent technological development to emerge is the user-generated content website YouTube. Originally YouTube was used as a repository for sharing home-made videos, more recently online content is being generated by political parties, businesses and educationalists. We recently delivered a module to undergraduate student nurses in which the teaching and learning were highly populated with YouTube resources. We found that the use of YouTube videos increased student engagement, critical awareness and facilitated deep learning. Furthermore, these videos could be accessed at any time of the day and from a place to suit the student. We acknowledge that there are some constraints to using YouTube for teaching and learning particularly around the issue of unregulated content which is often misleading, inaccurate or biased. However, we strongly urge nurse educators to consider using YouTube for teaching and learning, in and outside the classroom, to a generation of students who are native of a rapidly changing digital world. Copyright © 2010 Elsevier Ltd. All rights reserved.
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…
ERIC Educational Resources Information Center
Deubel, Patricia
2006-01-01
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Content Delivery in the "Blogosphere"
ERIC Educational Resources Information Center
Ferdig, Richard E.; Trammell, Kaye D.
2005-01-01
While a few educators have already started using blogs in the classroom, more have focused on the potential of blogging in teaching and learning (Shachtman 2002; Embrey 2002). For instance, some claim that blogs may further democratize the Internet, addressing some of the concerns under-girding the digital divide (Carroll 2003). This article…
Applying the Framework for Information Literacy to the Developmental Education Classroom
ERIC Educational Resources Information Center
Garcia, Larissa
2014-01-01
Translating the new Framework for Information Literacy in Higher Education (ACRL November 2014) into learning outcomes, instructional content, and assessments might appear to be an overwhelming task; however, in many cases the revision exemplifies how many librarians have been teaching information literacy in the digital information landscape.…
ERIC Educational Resources Information Center
McLester, Susan
2008-01-01
In this article, the author discusses the major technical issues, products, and practices of the day. The top ten tech trends are listed and discussed. These include: (1) data mining; (2) cyberbullying; (3) 21st century skills; (4) digital content; (5) learning at leisure; (6) personal responders; (7) mobile tools; (8) bandwidth; (9) open-source…
Enhancing the Student Experience of Laboratory Practicals through Digital Video Guides
ERIC Educational Resources Information Center
Croker, Karen; Andersson, Holger; Lush, David; Prince, Rob; Gomez, Stephen
2010-01-01
Laboratory-based learning allows students to experience bioscience principles first hand. In our experience, practical content and equipment may have changed over time, but teaching methods largely remain the same, typically involving; whole class introduction with a demonstration, students emulating the demonstration in small groups, gathering…
Incorporating Digital E-Books into Educational Curriculum
ERIC Educational Resources Information Center
Turner, Freda
2005-01-01
The first books were probably the Egyptian scrolls of papyrus that provided lineal content to readers. Today (2005) the Internet technology presents the Internet lifestyle that has introduced electronic or e-books that can enrich learning experiences. E-books have an advantage over traditional books in that they offer hypertext linking, search…
Integrating digital information for coastal and marine sciences
Marincioni, Fausto; Lightsom, Frances L.; Riall, Rebecca L.; Linck, Guthrie A.; Aldrich, Thomas C.; Caruso, Michael J.
2004-01-01
A pilot distributed geolibrary, the Marine Realms Information Bank (MRIB), was developed by the U.S. Geological Survey Coastal and Marine Geology Program and the Woods Hole Oceanographic Institution, to classify, integrate, and facilitate access to scientific information about oceans, coasts, and lakes. The MRIB is composed of a categorization scheme, a metadata database, and a specialized software backend, capable of drawing together information from remote sources without modifying their original format or content. Twelve facets are used to classify information: location, geologic time, feature type, biota, discipline, research method, hot topics, project, agency, author, content type, and file type. The MRIB approach allows easy and flexible organization of large or growing document collections for which centralized repositories would be impractical. Geographic searching based on the gazetteer and map interface is the centerpiece of the MRIB distributed geolibrary. The MRIB is one of a very few digital libraries that employ georeferencing -- a fundamentally different way to structure information from the traditional author/title/subject/keyword approach employed by most digital libraries. Lessons learned in developing the MRIB will be useful as other digital libraries confront the challenges of georeferencing.
Teacher perceptions of usefulness of mobile learning devices in rural secondary science classrooms
NASA Astrophysics Data System (ADS)
Tighe, Lisa
The internet and easy accessibility to a wide range of digital content has created the necessity for teachers to embrace and integrate digitial media in their curriculums. Although there is a call for digital media integration in curriculum by current learning standards, rural schools continue to have access to fewer resources due to limited budgets, potentially preventing teachers from having access to the most current technology and science instructional materials. This dissertation identifies the perceptions rural secondary science teachers have on the usefulness of mobile learning devices in the science classroom. The successes and challenges in using mobile learning devices in the secondary classroom were also explored. Throughout this research, teachers generally supported the integration of mobile devices in the classroom, while harboring some concerns relating to student distractability and the time required for integrating mobile devices in exisiting curriculum. Quantitative and qualitative data collected through surveys, interviews, and classroom observations revealed that teachers perceive that mobile devices bring benefits such as ease of communication and easy access to digitial information. However, there are perceived challenges with the ability to effectively communicate complex scientific information via mobile devices, distractibility of students, and the time required to develop effective curriculum to integrate digital media into the secondary science classroom.
Promoting Reflective Physics Teaching Through the Use of Collaborative Learning Annotation System
NASA Astrophysics Data System (ADS)
Milner-Bolotin, Marina
2018-05-01
Effective physics teaching requires extensive knowledge of physics, relevant pedagogies, and modern educational technologies that can support student learning. Acquiring this knowledge is a challenging task, considering how fast modern technologies and expectations of student learning outcomes and of teaching practices are changing Therefore 21st-century physics teachers should be supported in developing a different way of thinking about technology-enhanced physics teaching and learning. We call it Deliberate Pedagogical Thinking with Technology, and base it on the original Pedagogical Content Knowledge and Technological Pedagogical Content Knowledge frameworks. However, unlike the two aforementioned frameworks, the Deliberate Pedagogical Thinking with Technology emphasizes not only teachers' knowledge, but also their attitudes and dispositions about using digital tools in order to support student learning. This paper examines how an online system that allows an ongoing discussion of videos uploaded on it by the students can support reflection in physics teacher education. Examples of using such a system in physics teacher education and teacher-candidates' feedback on their experiences with it are also discussed.
ERIC Educational Resources Information Center
Swist, Teresa; Kuswara, Andreas
2016-01-01
The pedagogical locations, functions and possibilities of higher education continuously unfold as mobile technologies, digital content and social practices intersect at a rapid pace. There is an urgent need to understand better how student learning is situated within this complex system and interrelates with broader sociotechnical knowledge…
ERIC Educational Resources Information Center
Technology & Learning, 2007
2007-01-01
A podcast is audio or visual content that is automatically delivered over a network via free subscription. The advantage podcasts have over traditional oral reports is that students can edit and revise until what they say and how they say it is perfected. iLife applications are ideal for creating podcasts and other digital projects because of…
Archiving Writers' Work in the Age of E-Mail
ERIC Educational Resources Information Center
Kolowich, Steve
2009-01-01
The job of literary archivist is changing as paper manuscripts yield to laptops, Blackberry's, and Facebook content, and digital preservation lets scholars learn more about authors' creative process than ever before. Personal computers and external storage devices have been around for more than a quarter-century, but only now, as the famous…
LingoBee: Engaging Mobile Language Learners through Crowd-Sourcing
ERIC Educational Resources Information Center
Petersen, Sobah Abbas; Procter-Legg, Emma; Cacchione, Annamaria
2014-01-01
This paper describes three case studies, where language learners were invited to use "LingoBee" as a means of supporting their language learning. LingoBee is a mobile app that provides user-generated language content in a cloud-based shared repository. Assuming that today's students are mobile savvy and "Digital Natives" able…
Training Digital Age Journalists: Blurring the Distinction between Students and Professionals
ERIC Educational Resources Information Center
Madison, Eddie
2014-01-01
Increasingly, top-tier journalism and media schools are entering into partnerships with mainstream media organizations to create and distribute student-produced content. While internships have long been a sanctioned way students learn professional practices, downturns in the economy have led to reductions in paid internship programs. On the rise…
Mathematical Audio-Podcasts for Teacher Education and School
ERIC Educational Resources Information Center
Schreiber, Christof; Klose, Rebecca
2017-01-01
Audio-podcasts offer notable opportunities for oral representation of mathematical content through digital media--not only for teacher education but also in primary schools. This article deals with the process of creating such podcasts, as well as their uses in schools, university teaching and research. We allow for various learning groups--which…
Teacher Guidance to Mediate Student Inquiry through Interactive Dynamic Visualizations
ERIC Educational Resources Information Center
Chang, Hsin-Yi
2013-01-01
The purpose of this study is to investigate how three teachers guided their students to learn science using interactive dynamic visualizations incorporated in an inquiry digital unit. The results show that the teachers' guidance varied in frequency, occasion, and content type. Each teacher demonstrated a different instructional approach in…
ERIC Educational Resources Information Center
Hyman, Jack A.; Moser, Mary T.; Segala, Laura N.
2014-01-01
Mobile information technology is changing the education landscape by offering learners the opportunity to engage in asynchronous, ubiquitous instruction. While there is a proliferation of mobile content management systems being developed for the mobile Web and stand-alone mobile applications, few studies have addressed learner expectations and…
Flipped Classrooms: An Agenda for Innovative Marketing Education in the Digital Era
ERIC Educational Resources Information Center
Green, Teegan
2015-01-01
Flipped classrooms reverse traditional lecturing because students learn content before class through readings and prerecorded videos, freeing lectures for hands-on activities and discussion. However, there is a dearth of literature in marketing education addressing flipped classrooms. This article fills this void using grounded theory to develop a…
The Making of a Filmmaker: Curating Learning Identities in Early Careers
ERIC Educational Resources Information Center
Gilje, Øystein; Groeng, Linn M.
2015-01-01
As the work with moving images has become digitized, the availability and affordability of filmmaking has facilitated new forms of creative content production in various genres and contexts. On an institutional level, the creative and cultural sector of work is increasingly characterized by more fluid organizational structures, which include…
ERIC Educational Resources Information Center
Halliday, Steven W.
2012-01-01
This sequential explanatory mixed methods study tested the learning effectiveness of a codex book against a convergent media resource based on the same content. It also investigated whether users of the two formats reported any differences in their liking of the two formats, or in their tendency to be persuaded to the degree that they altered…
The needs of digital games content rating system in Malaysia
NASA Astrophysics Data System (ADS)
Hamid, Ros Syammimi; Shiratuddin, Norshuhada
2016-08-01
Numerous studies revealed that playing digital games with adverse contents can lead to negative effects. Therefore, this article presents a review of the harmful contents and the detrimental effects of playing digital games. Violent and sexual contents of digital games, digital games scenarios in Malaysia, and review of existing content rating system are covered. The review indicates that Malaysia should have its own digital games content ratings system to control the contents and inform the users about the contents of the games that they wish to consume.
NASA Astrophysics Data System (ADS)
Vauderwange, Oliver; Wozniak, Peter; Javahiraly, Nicolas; Curticapean, Dan
2016-09-01
The Paper presents the design and development of a blended learning concept for an engineering course in the field of color representation and display technologies. A suitable learning environment is crucial for the success of the teaching scenario. A mixture of theoretical lectures and hands-on activities with practical applications and experiments, combined with the advantages of modern digital media is the main topic of the paper. Blended learning describes the didactical change of attendance periods and online periods. The e-learning environment for the online period is designed toward an easy access and interaction. Present digital media extends the established teaching scenarios and enables the presentation of videos, animations and augmented reality (AR). Visualizations are effective tools to impart learning contents with lasting effect. The preparation and evaluation of the theoretical lectures and the hands-on activities are stimulated and affects positively the attendance periods. The tasks and experiments require the students to work independently and to develop individual solution strategies. This engages and motivates the students, deepens the knowledge. The authors will present their experience with the implemented blended learning scenario in this field of optics and photonics. All aspects of the learning environment will be introduced.
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…
Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.
Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann
2016-01-01
This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.
New directions in medical e-curricula and the use of digital repositories.
Fleiszer, David M; Posel, Nancy H; Steacy, Sean P
2004-03-01
Medical educators involved in the growth of multimedia-enhanced e-curricula are increasingly aware of the need for digital repositories to catalogue, store and ensure access to learning objects that are integrated within their online material. The experience at the Faculty of Medicine at McGill University during initial development of a mainstream electronic curriculum reflects this growing recognition that repositories can facilitate the development of a more comprehensive as well as effective electronic curricula. Also, digital repositories can help to ensure efficient utilization of resources through the use, re-use, and reprocessing of multimedia learning, addressing the potential for collaboration among repositories and increasing available material exponentially. The authors review different approaches to the development of a digital repository application, as well as global and specific issues that should be examined in the initial requirements definition and development phase, to ensure current initiatives meet long-term requirements. Often, decisions regarding creation of e-curricula and associated digital repositories are left to interested faculty and their individual development teams. However, the development of an e-curricula and digital repository is not predominantly a technical exercise, but rather one that affects global pedagogical strategies and curricular content and involves a commitment of large-scale resources. Outcomes of these decisions can have long-term consequences and as such, should involve faculty at the highest levels including the dean.
NASA Astrophysics Data System (ADS)
Shimada, Takashi
This article reports on the results and significance of a pilot academic e-books project carried out at the Keio University Libraries for fiscal 2010 to 2012 to assess the viability of a new model of the libraries providing all the campuses with accesses to Japanese academic books digitized jointly with academic publishers and cooperative firms. It focuses on the experimental use of digitized books, highlighting the students’ attitudes and expectations towards e-books as found from surveys. Some major findings include the following. Users have a strong demand for digitized readings that are rather lookup-oriented than learning-oriented, with greater value placed on the functionalities of federated full-text searching, reading on a screen, and accessing the desired chapter direct from table of contents. They also want an online space in which to manage different forms of digitized learning resources. We investigated the potential of e-books and new type of textbooks as educational infrastructures based on the results of experiment. Japan’s university libraries should need to engage actively in the mass digitization of academic books to be adaptive to the change in the ways research, study and teaching are conducted. We plan to start a joint experiment with other university libraries to develop a practical model for the use of e-books.
New Media E/PO: Building a Digital Astronomy Community
NASA Astrophysics Data System (ADS)
Gay, Pamela L.
2008-05-01
Today's communications landscape is rich with new technologies. Cell phones and laptops are the constant companions of content consumers, and as we plan tomorrow's Education and Public Outreach programs, we need to consider how to most effectively utilize these technologies with their new, dynamic content possibilities - We need to use New Media. The field of New Media includes dynamic content sites such as: blogs, pod/vodcasts, Flickr, Facebook, Ustream, Twitter, and Second Life. The first part of this talk will summarize what New Media is available in the field of astronomy. All new media technologies have one thing in common: Users can easily create and input their own content and/or comments. These new media users and content contributors can just as easily be professional researchers, E/PO professionals, amateur astronomers, stay-at-home parents, and school kids. All are welcome in the online community, and today, all voices are digitally joined in the cacophony of astronomy new media content. This rich diversity supports many opportunities for learning, mentoring, content distribution, and discussion of ideas (including the debunking of bad ideas). In the second half of this talk, ways to use new media to build a community that shares, promotes, and comments on content is discussed, and techniques for dealing with the high flux of content are outlined. Also covered are the considerations that need to be made to make content as broadly accessible as possible.
Library of Congress Gives Teachers Digital Access to All Knowledge
ERIC Educational Resources Information Center
Orchowski, Peggy
2009-01-01
"Learning to think is the real goal of educators," said Lauren Resnick, internationally known University of Pittsburgh professor of cognitive science, in mid-March at the Library of Congress (LOC). "The real pedagogical conflict is over what comes first: content or thinking skills?" According to Resnick, new brain research leads to the answer:…
ERIC Educational Resources Information Center
Roy, Debopriyo; Crabbe, Stephen
2015-01-01
Website analysis is an interdisciplinary field of inquiry that focuses on both digital literacy and language competence (Brugger, 2009). Website analysis in an EFL learning context has the potential to facilitate logical thinking and in the process develop functional language proficiency. This study reported on an English language website…
ERIC Educational Resources Information Center
Brady, Magen; Wong, Rachel; Newton, Genevieve
2013-01-01
The use of lecture capture in higher education is becoming increasingly widespread, with many instructors now providing digital videos of lecture content that can be used by students as learning resources in a variety of ways, including to catch up on material after a class absence. Despite accumulating research regarding the relationship between…
An E-Book Hub Service Based on a Cloud Platform
ERIC Educational Resources Information Center
Cheng, Jinn-Shing; Huang, Echo; Lin, Chuan-Lang
2012-01-01
Due to the constant performance upgrades and regular price reductions of mobile devices in recent years, users are able to take advantage of the various devices to obtain digital content regardless of the limitations of time and place. The increasing use of e-books has stimulated new e-learning approaches. This research project developed an e-book…
Maintaining Standards in a Textbook-Free World
ERIC Educational Resources Information Center
Schaffhauser, Dian
2012-01-01
Even though non-print-based learning objects have been in the classroom for years, the shift to digital content has gotten more attention lately. One development that has made the difference is the Apple initiative to introduce its iBooks textbooks for iPads, generating a notable amount of buzz. That and President Obama's announcement that he…
Location-Based Augmented Reality for Mobile Learning: Algorithm, System, and Implementation
ERIC Educational Resources Information Center
Tan, Qing; Chang, William; Kinshuk
2015-01-01
AR technology can be considered as mainly consisting of two aspects: identification of real-world object and display of computer-generated digital contents related the identified real-world object. The technical challenge of mobile AR is to identify the real-world object that mobile device's camera aim at. In this paper, we will present a…
Creating Joint Representations of Collaborative Problem Solving with Multi-Touch Technology
ERIC Educational Resources Information Center
Mercier, E.; Higgins, S.
2014-01-01
Multi-touch surfaces have the potential to change the nature of computer-supported collaborative learning, allowing more equitable access to shared digital content. In this paper, we explore how large multi-touch tables can be used by groups of students as an external representation of their group interaction processes. Video data from 24 groups…
ERIC Educational Resources Information Center
Gregorcic, Bor; Planinsic, Gorazd; Etkina, Eugenia
2017-01-01
In this paper, we investigate some of the ways in which students, when given the opportunity and an appropriate learning environment, spontaneously engage in collaborative inquiry. We studied small groups of high school students interacting around and with an interactive whiteboard equipped with Algodoo software, as they investigated orbital…
ERIC Educational Resources Information Center
Chen, Xiaoning
2017-01-01
With emerging new technologies being applied in teaching and learning, this study compares visual representations in three different high school biology textbook formats and analyses the senses engaged in viewing and understanding the science content represented through these visuals. The findings show that while a similar pattern is observed in…
ERIC Educational Resources Information Center
Neebe, Diana Combs
2017-01-01
Learning by example is nothing new to the education landscape. Research into think-aloud protocols, though often used as a form of assessment rather than instruction, provided practical, content-specific literacy strategies for crafting the instructional intervention in this study. Additionally, research into worked examples--from the earliest…
Teaching Digital Natives: 3-D Virtual Science Lab in the Middle School Science Classroom
ERIC Educational Resources Information Center
Franklin, Teresa J.
2008-01-01
This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within…
The development of a digital logic concept inventory
NASA Astrophysics Data System (ADS)
Herman, Geoffrey Lindsay
Instructors in electrical and computer engineering and in computer science have developed innovative methods to teach digital logic circuits. These methods attempt to increase student learning, satisfaction, and retention. Although there are readily accessible and accepted means for measuring satisfaction and retention, there are no widely accepted means for assessing student learning. Rigorous assessment of learning is elusive because differences in topic coverage, curriculum and course goals, and exam content prevent direct comparison of two teaching methods when using tools such as final exam scores or course grades. Because of these difficulties, computing educators have issued a general call for the adoption of assessment tools to critically evaluate and compare the various teaching methods. Science, Technology, Engineering, and Mathematics (STEM) education researchers commonly measure students' conceptual learning to compare how much different pedagogies improve learning. Conceptual knowledge is often preferred because all engineering courses should teach a fundamental set of concepts even if they emphasize design or analysis to different degrees. Increasing conceptual learning is also important, because students who can organize facts and ideas within a consistent conceptual framework are able to learn new information quickly and can apply what they know in new situations. If instructors can accurately assess their students' conceptual knowledge, they can target instructional interventions to remedy common problems. To properly assess conceptual learning, several researchers have developed concept inventories (CIs) for core subjects in engineering sciences. CIs are multiple-choice assessment tools that evaluate how well a student's conceptual framework matches the accepted conceptual framework of a discipline or common faulty conceptual frameworks. We present how we created and evaluated the digital logic concept inventory (DLCI).We used a Delphi process to identify the important and difficult concepts to include on the DLCI. To discover and describe common student misconceptions, we interviewed students who had completed a digital logic course. Students vocalized their thoughts as they solved digital logic problems. We analyzed the interview data using a qualitative grounded theory approach. We have administered the DLCI at several institutions and have checked the validity, reliability, and bias of the DLCI with classical testing theory procedures. These procedures consisted of follow-up interviews with students, analysis of administration results with statistical procedures, and expert feedback. We discuss these results and present the DLCI's potential for providing a meaningful tool for comparing student learning at different institutions.
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.
Saving-enhanced memory: the benefits of saving on the learning and remembering of new information.
Storm, Benjamin C; Stone, Sean M
2015-02-01
With the continued integration of technology into people's lives, saving digital information has become an everyday facet of human behavior. In the present research, we examined the consequences of saving certain information on the ability to learn and remember other information. Results from three experiments showed that saving one file before studying a new file significantly improved memory for the contents of the new file. Notably, this effect was not observed when the saving process was deemed unreliable or when the contents of the to-be-saved file were not substantial enough to interfere with memory for the new file. These results suggest that saving provides a means to strategically off-load memory onto the environment in order to reduce the extent to which currently unneeded to-be-remembered information interferes with the learning and remembering of other information. © The Author(s) 2014.
NASA Astrophysics Data System (ADS)
Mantri, Archana
2014-05-01
The intent of the study presented in this paper is to show that the model of problem-based learning (PBL) can be made scalable by designing curriculum around a set of open-ended problems (OEPs). The detailed statistical analysis of the data collected to measure the effects of traditional and PBL instructions for three courses in Electronics and Communication Engineering, namely Analog Electronics, Digital Electronics and Pulse, Digital & Switching Circuits is presented here. It measures the effects of pedagogy, gender and cognitive styles on the knowledge, skill and attitude of the students. The study was conducted two times with content designed around same set of OEPs but with two different trained facilitators for all the three courses. The repeatability of results for effects of the independent parameters on dependent parameters is studied and inferences are drawn.
NASA Astrophysics Data System (ADS)
Slemmons, Krista; Anyanwu, Kele; Hames, Josh; Grabski, Dave; Mlsna, Jeffery; Simkins, Eric; Cook, Perry
2018-05-01
Popularity of videos for classroom instruction has increased over the years due to affordability and user-friendliness of today's digital video cameras. This prevalence has led to an increase in flipped, K-12 classrooms countrywide. However, quantitative data establishing the appropriate video length to foster authentic learning is limited, particularly in middle-level classrooms. We focus on this aspect of video technology in two flipped science classrooms at the middle school level to determine the optimal video length to enable learning, increase retention and support student motivation. Our results indicate that while assessments directly following short videos were slightly higher, these findings were not significantly different from scores following longer videos. While short-term retention of material did not seem to be influenced by video length, longer-term retention for males and students with learning disabilities was higher following short videos compared to long as assessed on summative assessments. Students self-report that they were more engaged, had enhanced focus, and had a perceived higher retention of content following shorter videos. This study has important implications for student learning, application of content, and the development of critical thinking skills. This is particularly paramount in an era where content knowledge is just a search engine away.
Courtier, Jesse; Webb, Emily M; Phelps, Andrew S; Naeger, David M
2016-12-01
Games with educational intent offer a possible advantage of being more interactive and increasing learner satisfaction. We conducted a two-armed experiment to evaluate student satisfaction and content mastery for an introductory pediatric radiology topic, taught by either an interactive digital game or with a traditional didactic lecture. Medical students participating in a fourth-year radiology elective were invited to participate. Student cohorts were alternatively given a faculty-supervised 1h session playing a simple interactive digital Tic-tac-toe quiz module on pediatric gastrointestinal radiology or a 1h didactic introductory lecture on the same topic. Survey questions assessed the learners' perceived ability to recall the material as well as their satisfaction with the educational experience. Results of an end-of-rotation exam were reviewed to evaluate a quantitative measure of learning between groups. Survey responses were analyzed with a chi-squared test. Exam results for both groups were analyzed with a paired Student's t-test. Students in the lecture group had higher test scores compared to students in the game group (4.0/5 versus 3.6/5, P = 0.045). Students in the lecture group reported greater understanding and recall of the material than students in the game group (P < 0.001 and P = 0.004, respectively). Students in the lecture group perceived the lecture to be more enjoyable and a better use of their time compared to those in the game group (P = 0.04 and P < 0.001, respectively). There was no statistically significant difference between the lecture and game group in ability to maintain interest (P = 0.187). In comparison to pre-survey results, there was a statistically significant decrease in interest for further digital interactive materials reported by students in the game group (P = 0.146). Our experience supported the use of a traditional lecture over a digital game module. While these results might be affected by the specific lecture and digital content in any given comparison, a digital module is not always the superior option.
ERIC Educational Resources Information Center
OECD Publishing (NJ1), 2006
2006-01-01
The development of digital content raises new issues as rapid technological developments challenge existing business models and government policies. This OECD study identifies and discusses six groups of business and public policy issues and illustrates these with existing and potential OECD Digital Content Strategies and Policies: (1) Innovation…
Computer Simulation and Digital Resources for Plastic Surgery Psychomotor Education.
Diaz-Siso, J Rodrigo; Plana, Natalie M; Stranix, John T; Cutting, Court B; McCarthy, Joseph G; Flores, Roberto L
2016-10-01
Contemporary plastic surgery residents are increasingly challenged to learn a greater number of complex surgical techniques within a limited period. Surgical simulation and digital education resources have the potential to address some limitations of the traditional training model, and have been shown to accelerate knowledge and skills acquisition. Although animal, cadaver, and bench models are widely used for skills and procedure-specific training, digital simulation has not been fully embraced within plastic surgery. Digital educational resources may play a future role in a multistage strategy for skills and procedures training. The authors present two virtual surgical simulators addressing procedural cognition for cleft repair and craniofacial surgery. Furthermore, the authors describe how partnerships among surgical educators, industry, and philanthropy can be a successful strategy for the development and maintenance of digital simulators and educational resources relevant to plastic surgery training. It is our responsibility as surgical educators not only to create these resources, but to demonstrate their utility for enhanced trainee knowledge and technical skills development. Currently available digital resources should be evaluated in partnership with plastic surgery educational societies to guide trainees and practitioners toward effective digital content.
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.
Hillenburg, K L; Cederberg, R A; Gray, S A; Hurst, C L; Johnson, G K; Potter, B J
2006-08-01
The digital revolution and growth of the Internet have led to many innovations in the area of electronic learning (e-learning). To survive and prosper, educators must be prepared to respond creatively to these changes. Administrators and information technology specialists at six dental schools and their parent institutions were interviewed regarding their opinions of the impact that e-learning will have on the future of dental education. Interview questions encompassed vision, rate of change, challenges, role of faculty, resources, enrolment, collaboration, responsibility for course design and content, mission and fate of the institution. The objective of this qualitative study was to sample the opinions of educational administrators and information technology specialists from selected US universities regarding the impact of e-learning on dental education to detect trends in their attitudes. Responses to the survey indicated disagreement between administrators and informational technology specialists regarding the rate of change, generation of resources, impact on enrolment, responsibility for course design and content, mission and fate of the university. General agreement was noted with regard to vision, challenges, role of faculty and need for collaboration.
Latif, Asam; Carter, Timothy; Rychwalska-Brown, Lucy; Wharrad, Heather; Manning, Joseph
2017-06-01
Despite the increasing prevalence of hospital admissions for self-harm in children and young people (CYP), there is paucity of registered children's nurse (rCN) training or involvement of children to improve care for this often stigmatized patient group. This article describes a participatory approach towards using co-production with CYP and rCN to develop a digital educational programme to improve nurses' knowledge, attitudes and confidence in caring for CYP with self-harm injuries. A priority-setting workshop with rCNs was used to establish consensus of information needs. This was followed by an e-learning content development workshop undertaken with CYP whom had previously experienced hospital admissions for self-harm injuries. Findings from the nurse priority-setting workshop identified three educational priorities: (1) knowledge of self-harm, (2) effective communication and (3) risk management. The CYP subsequently developed these topic areas to ensure the contents and design of the e-learning resource had fidelity by reflecting the experiences of CYP and needs when cared for in hospital. This article illustrates that involving service users to co-develop educational materials is a feasible and important step in designing educational resources and ensures the content is relevant, appropriate and sensitive to both the recipient of care and those responsible for its delivery.
ERIC Educational Resources Information Center
Huang, Yueh-Min; Liang, Tsung-Ho; Chiu, Chiung-Hui
2013-01-01
As indicated by some studies, the problem of "falling behind" often exists when using computer-assisted learning with children, and gender may be a factor in this. While digital contents presented on various e-readers are promising replacements for paper-and-ink books, the question arises as to whether this emerging technology will have…
Digital Media and Latino Families: New Channels for Learning, Parenting, and Local Organizing
ERIC Educational Resources Information Center
Fuller, Bruce; Lizárraga, José Ramon; Gray, James H.
2015-01-01
Latino families in America increasingly enjoy access to a dizzying array of content on a variety of electronic devices, from televisions and video games to personal computers and mobile devices. Bruce Fuller, José Ramón Lizárraga, James H. Gray raise pressing questions that face Latino families as they adopt technologies that both have the…
ERIC Educational Resources Information Center
Manning, Flori H.; Lawless, Kimberly A.
2011-01-01
The present study examined students' first impressions of different aesthetic treatments for the same web-based lesson about the experiences of British soldiers during World War I as expressed through examples of trench poetry. Holding site content and functionality constant, the interface design's visual presentation was manipulated along two…
ERIC Educational Resources Information Center
Yuan, Yifeng; Shen, Huizhong; Ewing, Robyn
2017-01-01
For a long time, Australian English and culture have not been viewed in China as an equal to its American and British counterpart. This is reflected in teachers' choice of destination when it comes to English teaching and learning resources. This paper examines Chinese English as a foreign language (EFL) teachers' perceptions of the contents and…
A Structured Inquiry into a Digital Story: Students Report the Making of a Superball
ERIC Educational Resources Information Center
Penttilä, Johanna; Kallunki, Veera; Niemi, Hannele M.; Multisilta, Jari
2016-01-01
Schools have been islands isolated from mobile technologies for a long time. In Finland, schools are investing in mobile technologies with the aim of providing a tablet for each student. This trend enables classes to adopt practices where students not only use ready-made learning materials but generate content as well. This paper aims to…
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…
Significance of clustering and classification applications in digital and physical libraries
NASA Astrophysics Data System (ADS)
Triantafyllou, Ioannis; Koulouris, Alexandros; Zervos, Spiros; Dendrinos, Markos; Giannakopoulos, Georgios
2015-02-01
Applications of clustering and classification techniques can be proved very significant in both digital and physical (paper-based) libraries. The most essential application, document classification and clustering, is crucial for the content that is produced and maintained in digital libraries, repositories, databases, social media, blogs etc., based on various tags and ontology elements, transcending the traditional library-oriented classification schemes. Other applications with very useful and beneficial role in the new digital library environment involve document routing, summarization and query expansion. Paper-based libraries can benefit as well since classification combined with advanced material characterization techniques such as FTIR (Fourier Transform InfraRed spectroscopy) can be vital for the study and prevention of material deterioration. An improved two-level self-organizing clustering architecture is proposed in order to enhance the discrimination capacity of the learning space, prior to classification, yielding promising results when applied to the above mentioned library tasks.
Telehealth for "the digital illiterate"--elderly heart failure patients experiences.
Lind, Leili; Karlsson, Daniel
2014-01-01
Telehealth solutions should be available also for elderly patients with no interest in using, or capacity to use, computers and smartphones. Fourteen elderly, severely ill heart failure patients in home care participated in a telehealth study and used digital pens for daily reporting of their health state--a technology never used before by this patient group. After the study seven patients and two spouses were interviewed face-to-face. A qualitative content analysis of the interview material was performed. The informants had no experience of computers or the Internet and no interest in learning. Still, patients found the digital pen and the health diary form easy to use, thus effortlessly adopting to changes in care provision. They experienced an improved contact with the caregivers and had a sense of increased security despite a multimorbid state. Our study shows that, given that technologies are tailored to specific patient groups, even "the digital illiterate" may use the Internet.
[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.
Capuano, Marcia; Knoderer, Troy
2006-01-01
To empower students with skills such as information and technological literacy, global awareness and cultural competence, self-direction, and sound reasoning, teachers must master these skills themselves. This chapter examines how the Digital Age Literacy Initiative of the Metropolitan School District of Lawrence Township in Indianapolis, Indiana, which is funded by the Lilly Endowment, incorporated twenty-first century learning through a systemic approach involving teacher training and the use of data. The authors explain the district's content, process, and context goals toward accomplishing its mission of empowering students with the necessary twenty-first century skills to succeed in the digital age. The district places a strong emphasis on professional development for teachers. To support the necessary teacher learning and therefore sustain the work of the initiative, the district has adopted action research, self-assessment, and an online professional development network. To support teachers in implementing new strategies, master teachers serve as digital age literacy coaches. The chapter discusses the initiative's focus on evidence of progress. Through a partnership with the Metiri Group of California, the district has built a range of assessments including online inventories and twenty-first century skill rubrics. For example, the Mankato Survey collected teacher and student data around access, ability, and use of technology in the classroom in 2001 and then in 2004. This research showed significant gains in some technologies across all grade levels and consistent gains in nearly all technologies for middle and high school students. As it moves into the next phase of implementing the Digital Age Literacy Initiative, the district embraces the systemic shifts in school culture necessary to institutionalize twenty-first century learning.
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…
Digital Collections, Digital Libraries & the Digitization of Cultural Heritage Information.
ERIC Educational Resources Information Center
Lynch, Clifford
2002-01-01
Discusses digital collections and digital libraries. Topics include broadband availability; digital rights protection; content, both non-profit and commercial; digitization of cultural content; sustainability; metadata harvesting protocol; infrastructure; authorship; linking multiple resources; data mining; digitization of reference works;…
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.…
Pimmer, Christoph; Brysiewicz, Petra; Linxen, Sebastian; Walters, Fiona; Chipps, Jennifer; Gröhbiel, Urs
2014-11-01
With the proliferation of portable digital technology, mobile learning is becoming increasingly popular in nursing education and practice. Most of the research in this field has been concentrated on small-scale projects in high income countries. Very little is known about the ways in which nurses and midwives use mobile technology in remote and resource poor areas in informal learning contexts in low and middle income countries. To address this gap, this study investigates whether nurses use mobile phones as effective educational tools in marginalized and remote areas, and if so, how and why. In rural South Africa, 16 nurses who attended an advanced midwifery education program, facilitators and clinical managers were interviewed about their use of digital mobile technology for learning. Techniques of qualitative content analysis were used to examine the data. Several rich "organically-grown", learning practices were identified: mobile phone usage facilitated (1) authentic problem solving; (2) reflective practice; (3) emotional support and belongingness; (4) the realization of unpredictable teaching situations; and (5) life-long learning. It is concluded that mobile phones, and the convergence of mobile phones and social media, in particular, change learning environments. In addition, these tools are suitable to connect learners and learning distributed in marginalized areas. Finally, a few suggestions are made about how these insights from informal settings can inform the development of more systematic mobile learning formats. Copyright © 2014 Elsevier Ltd. All rights reserved.
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
Reder, Margo E. K.
2009-01-01
This article describes a six-week long exercise that incorporates a dynamic learning approach into an e-commerce or Internet technology business law elective course; the exercise pursues an entrepreneurial approach to the use of an appropriate business model by emphasizing the interaction between technology, business, and law. This active learning…
ERIC Educational Resources Information Center
Cox, James R.
2011-01-01
This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature…
Taking It to the Street: Using QR Codes to Tell Student-Created (Hi)stories on Location
ERIC Educational Resources Information Center
van 't Hooft, Mark
2013-01-01
One of the challenges that social studies educators face daily is how to make student learning relevant. Digital technologies can play an important role by connecting what happens in the classroom to the world beyond. One way to do this is by turning students into producers of information and having them create content rather than simply consume.…
ERIC Educational Resources Information Center
Apau, Stephen Kwakye
2017-01-01
The proliferation of digital technology in the 21st century in teaching and learning requires that teachers and students constantly interact with instructional technologies. This places a herculean task on the door step of teacher educators to ensure that student-teachers graduate from their institutions of training with some knowledge domains…
Modeling the User for Education, Training, and Performance Aiding
2003-11-01
Eds.) Technology applications in education : A learning view (pp. 79–99). Hillsdale, NJ: Lawrence Erlbaum Associates. Fletcher, J.D. and Johnston, R...2003 symposium on Advanced Technologies for Military Training. v CONTENTS MODELING THE USER FOR EDUCATION , TRAINING, AND PERFORMANCE AIDING EXECUTIVE...using computer technology for education , training, decision-making, and performance aiding. Our focus is on the digital representation of these users
ERIC Educational Resources Information Center
Blau, Ina; Peled, Yehuda; Nusan, Anat
2016-01-01
One-to-one (1X1) laptop initiatives become prevalent in schools aiming to enhance active learning and assist students in developing twenty-first-century skills. This paper reports a qualitative investigation of all 7th graders and their 15 teachers in a junior high-school in Northern Israel gradually implementing 1X1 model. The research was…
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.…
The impact of E-learning in medical education.
Ruiz, Jorge G; Mintzer, Michael J; Leipzig, Rosanne M
2006-03-01
The authors provide an introduction to e-learning and its role in medical education by outlining key terms, the components of e-learning, the evidence for its effectiveness, faculty development needs for implementation, evaluation strategies for e-learning and its technology, and how e-learning might be considered evidence of academic scholarship. E-learning is the use of Internet technologies to enhance knowledge and performance. E-learning technologies offer learners control over content, learning sequence, pace of learning, time, and often media, allowing them to tailor their experiences to meet their personal learning objectives. In diverse medical education contexts, e-learning appears to be at least as effective as traditional instructor-led methods such as lectures. Students do not see e-learning as replacing traditional instructor-led training but as a complement to it, forming part of a blended-learning strategy. A developing infrastructure to support e-learning within medical education includes repositories, or digital libraries, to manage access to e-learning materials, consensus on technical standardization, and methods for peer review of these resources. E-learning presents numerous research opportunities for faculty, along with continuing challenges for documenting scholarship. Innovations in e-learning technologies point toward a revolution in education, allowing learning to be individualized (adaptive learning), enhancing learners' interactions with others (collaborative learning), and transforming the role of the teacher. The integration of e-learning into medical education can catalyze the shift toward applying adult learning theory, where educators will no longer serve mainly as the distributors of content, but will become more involved as facilitators of learning and assessors of competency.
Fjællingsdal, Kristoffer S; Klöckner, Christian A
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.
Fjællingsdal, Kristoffer S.; Klöckner, Christian A.
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988
Álvarez-Nieto, Carmen; Richardson, Janet; Parra-Anguita, Gema; Linares-Abad, Manuel; Huss, Norma; Grande-Gascón, M Luisa; Grose, Jane; Huynen, Maud; López-Medina, Isabel M
2018-01-01
There is limited European literature on nursing and sustainability; nursing students are poorly prepared on the connections between resources, climate change, sustainability, and health, so they must acquire knowledge and develop skills and competencies in this field. The use of digital technologies and teaching via E-learning has grown, and has been widely adopted as a learning method for nursing. The aim of the current study was to test and evaluate digital educational materials on environmental sustainability and health, in the context of university nursing education in different European countries. An observational cross-sectional design. University of Plymouth, University of Jaén, and University of Esslingen for Nursing Degree Studies. 299 nursing students: 161 students from University of Jaén; 106 from Plymouth; and 32 from Esslingen. 22 professional evaluators with different profiles were recruited: Teachers, Clinical professionals, Delphi Experts, and Technical Experts. We conducted a piloting and validation process. The materials were designed and adapted to the NurSusTOOLKIT Sustainability Literacy and Competency framework. Evaluation was developed by professionals and students. We used the Spanish Standard for the assessment of Digital Educational Material Quality at University level questionnaire. All students provided informed consent prior to taking part in the learning and evaluation. The overall evaluations of materials by students and professionals were 7.98±1.28 and 8.50±1.17, respectively. The Ability to generate learning was scored higher among students (mean difference: 0.84; 0.22-1.47; p=0.008). In the overall assessment by students, statistically significant differences were found between the three universities (Welch: 11.69, p<0.001). Students, professionals, and technical experts considered the materials to be very good quality, especially regarding the quality of contents, format, and design. For students, these materials can generate reflection and learning regarding environmental and health issues during nursing training. Copyright © 2017 Elsevier Ltd. All rights reserved.
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…
A similarity learning approach to content-based image retrieval: application to digital mammography.
El-Naqa, Issam; Yang, Yongyi; Galatsanos, Nikolas P; Nishikawa, Robert M; Wernick, Miles N
2004-10-01
In this paper, we describe an approach to content-based retrieval of medical images from a database, and provide a preliminary demonstration of our approach as applied to retrieval of digital mammograms. Content-based image retrieval (CBIR) refers to the retrieval of images from a database using information derived from the images themselves, rather than solely from accompanying text indices. In the medical-imaging context, the ultimate aim of CBIR is to provide radiologists with a diagnostic aid in the form of a display of relevant past cases, along with proven pathology and other suitable information. CBIR may also be useful as a training tool for medical students and residents. The goal of information retrieval is to recall from a database information that is relevant to the user's query. The most challenging aspect of CBIR is the definition of relevance (similarity), which is used to guide the retrieval machine. In this paper, we pursue a new approach, in which similarity is learned from training examples provided by human observers. Specifically, we explore the use of neural networks and support vector machines to predict the user's notion of similarity. Within this framework we propose using a hierarchal learning approach, which consists of a cascade of a binary classifier and a regression module to optimize retrieval effectiveness and efficiency. We also explore how to incorporate online human interaction to achieve relevance feedback in this learning framework. Our experiments are based on a database consisting of 76 mammograms, all of which contain clustered microcalcifications (MCs). Our goal is to retrieve mammogram images containing similar MC clusters to that in a query. The performance of the retrieval system is evaluated using precision-recall curves computed using a cross-validation procedure. Our experimental results demonstrate that: 1) the learning framework can accurately predict the perceptual similarity reported by human observers, thereby serving as a basis for CBIR; 2) the learning-based framework can significantly outperform a simple distance-based similarity metric; 3) the use of the hierarchical two-stage network can improve retrieval performance; and 4) relevance feedback can be effectively incorporated into this learning framework to achieve improvement in retrieval precision based on online interaction with users; and 5) the retrieved images by the network can have predicting value for the disease condition of the query.
NASA Astrophysics Data System (ADS)
Johnson, D.; Ruzek, M.; Weatherley, J.
2001-05-01
The Journal of Earth System Science Education is a new interdisciplinary electronic journal aiming to foster the study of the Earth as a system and promote the development and exchange of interdisciplinary learning resources for formal and informal education. JESSE will serve educators and students by publishing and providing ready electronic access to Earth system and global change science learning resources for the classroom and will provide authors and creators with professional recognition through publication in a peer reviewed journal. JESSE resources foster a world perspective by emphasizing interdisciplinary studies and bridging disciplines in the context of the Earth system. The Journal will publish a wide ranging variety of electronic content, with minimal constraints on format, targeting undergraduate educators and students as the principal readership, expanding to a middle and high school audience as the journal matures. JESSE aims for rapid review and turn-around of resources to be published, with a goal of 12 weeks from submission to publication for resources requiring few changes. Initial publication will be on a quarterly basis until a flow of resource submissions is established to warrant continuous electronic publication. JESSE employs an open peer review process in which authors and reviewers discuss directly the acceptability of a resource for publication using a software tool called the Digital Document Discourse Environment. Reviewer comments and attribution will be available with the resource upon acceptance for publication. JESSE will also implement a moderated peer commentary capability where readers can comment on the use of a resource or make suggestions. In the development phase, JESSE will also conduct a parallel anonymous review of content to validate and ensure credibility of the open review approach. Copyright of materials submitted remains with the author, granting JESSE the non-exclusive right to maintain a copy of the resource published on the JESSE web server, ensuring long term access to the resource as reviewed. JESSE is collaborating with the Digital Library for Earth System Education (DLESE) as a federated partner. Initial release is planned for Summer, 2001.
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…
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.
47 CFR 76.1909 - Redistribution control of unencrypted digital terrestrial broadcast content.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Redistribution control of unencrypted digital... Redistribution control of unencrypted digital terrestrial broadcast content. (a) For the purposes of this section, the terms unencrypted digital terrestrial broadcast content, EIT, PMT, broadcast flag, covered...
Virtual microscopy-The future of teaching histology in the medical curriculum?
Paulsen, Friedrich P; Eichhorn, Michael; Bräuer, Lars
2010-12-20
Conventional continuing education in microscopic anatomy, histopathology, hematology and microbiology has hitherto been carried out using numerous sets of sectioned tissue specimens in a microscopy laboratory. In comparison, after digitalization of the sections it would be possible to access teaching specimens via virtual microscopy and the internet at any time and place. This would make it possible to put innumerable new learning scenarios into practice. The present article elucidates the advantages of virtual microscopy in histology instruction and presents a concept of how virtual microscopy could be introduced into the teaching of microscopic anatomy in several steps. Initially, the presently existing microscopic teaching specimens would be digitalized and made available on-line without restriction. In a second step, instruction would be shifted to an emphasis on virtual microscopy, utilizing all of the advantages offered by the technique. In a third step, the microscopic contents could be networked with other anatomical, radiological and clinical content on-line, thus opening new learning perspectives for students of human and dental medicine as well as those of medically related courses of study. The advantages and disadvantages of such a concept as well as some possibly arising consequences are discussed in the following. 2010 Elsevier GmbH. All rights reserved.
Christodoulides, Nicolaos J.; McRae, Michael P.; Abram, Timothy J.; Simmons, Glennon W.; McDevitt, John T.
2017-01-01
The lack of standard tools and methodologies and the absence of a streamlined multimarker approval process have hindered the translation rate of new biomarkers into clinical practice for a variety of diseases afflicting humankind. Advanced novel technologies with superior analytical performance and reduced reagent costs, like the programmable bio-nano-chip system featured in this article, have potential to change the delivery of healthcare. This universal platform system has the capacity to digitize biology, resulting in a sensor modality with a capacity to learn. With well-planned device design, development, and distribution plans, there is an opportunity to translate benchtop discoveries in the genomics, proteomics, metabolomics, and glycomics fields by transforming the information content of key biomarkers into actionable signatures that can empower physicians and patients for a better management of healthcare. While the process is complicated and will take some time, showcased here are three application areas for this flexible platform that combines biomarker content with minimally invasive or non-invasive sampling, such as brush biopsy for oral cancer risk assessment; serum, plasma, and small volumes of blood for the assessment of cardiac risk and wellness; and oral fluid sampling for drugs of abuse testing at the point of need. PMID:28589118
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.
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.
FreshAiR and Field Studies—Augmenting Geological Reality with Mobile Devices
NASA Astrophysics Data System (ADS)
De Paor, D. G.; Crompton, H.; Dunleavy, M.
2014-12-01
During the last decade, mobile devices have fomented a revolution in geological mapping. Present Clinton set the stage for this revolution in the year 2000 when he ordered a cessation to Selective Availability, making reliable GPS available for civilian use. Geologists began using personal digital assistants and ruggedized tablet PCs for geolocation and data recording and the pace of change accelerated with the development of mobile apps such as Google Maps, digital notebooks, and digital compass-clinometers. Despite these changes in map-making technologies, most students continue to learn geology in the field the old-fashioned way, by following a field trip leader as a group and trying to hear and understand lecturettes at the outcrop. In this presentation, we demonstrate the potential of a new Augment Reality (AR) mobile app called "FreshAiR" to change fundamentally the way content-knowledge and learning objectives are delivered to students in the field. FreshAiR, which was developed by co-author and ODU alumnus M.D., triggers content delivery to mobile devices based on proximity. Students holding their mobile devices to the horizon see trigger points superimposed on the field of view of the device's built-in camera. When they walk towards the trigger, information about the location pops up. This can include text, images, movies, and quiz questions (multiple choice and fill-in-the-blank). Students can use the app to reinforce the field trip leader's presentations or they can visit outcrops individuals at different times. This creates the possibility for asynchronous field class, a concept that has profound implications for distance education in the geosciences.
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…
Barman, Linda
2016-01-01
Background Traditional learning in medical education has been transformed with the advent of information technology. We have recently seen global initiatives to produce online activities in an effort to scale up learning opportunities through learning management systems and massive open online courses for both undergraduate and continued professional education. Despite the positive impact of such efforts, factors such as cost, time, resources, and the specificity of educational contexts restrict the design and exchange of online medical educational activities. Objective The goal is to address the stated issues within the health professions education context while promoting learning by proposing the Online Learning Activities for Medical Education (OLAmeD) concept which builds on unified competency frameworks and generic technical standards for education. Methods We outline how frameworks used to describe a set of competencies for a specific topic in medical education across medical schools in the United States and Europe can be compared to identify commonalities that could result in a unified set of competencies representing both contexts adequately. Further, we examine how technical standards could be used to allow standardization, seamless sharing, and reusability of educational content. Results The entire process of developing and sharing OLAmeD is structured and presented in a set of steps using as example Urology as a part of clinical surgery specialization. Conclusions Beyond supporting the development, sharing, and repurposing of educational content, we expect OLAmeD to work as a tool that promotes learning and sets a base for a community of medical educational content developers across different educational contexts. PMID:27390226
Vaitsis, Christos; Stathakarou, Natalia; Barman, Linda; Zary, Nabil; McGrath, Cormac
2016-07-07
Traditional learning in medical education has been transformed with the advent of information technology. We have recently seen global initiatives to produce online activities in an effort to scale up learning opportunities through learning management systems and massive open online courses for both undergraduate and continued professional education. Despite the positive impact of such efforts, factors such as cost, time, resources, and the specificity of educational contexts restrict the design and exchange of online medical educational activities. The goal is to address the stated issues within the health professions education context while promoting learning by proposing the Online Learning Activities for Medical Education (OLAmeD) concept which builds on unified competency frameworks and generic technical standards for education. We outline how frameworks used to describe a set of competencies for a specific topic in medical education across medical schools in the United States and Europe can be compared to identify commonalities that could result in a unified set of competencies representing both contexts adequately. Further, we examine how technical standards could be used to allow standardization, seamless sharing, and reusability of educational content. The entire process of developing and sharing OLAmeD is structured and presented in a set of steps using as example Urology as a part of clinical surgery specialization. Beyond supporting the development, sharing, and repurposing of educational content, we expect OLAmeD to work as a tool that promotes learning and sets a base for a community of medical educational content developers across different educational contexts.
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…
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…
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,…
Online access and motivation of tutors of health professions higher education.
Monaco, Federico; Sarli, Leopoldo; Guasconi, Massimo; Alfieri, Emanuela
2016-11-22
The case study of PUNTOZERO as an open web lab for activities, research and support to 5 Master's courses for the health professions is described. A virtual learning environment integrated in a much wider network including social networks and open resources was experimented on for five Master's Courses for the health professions at the University of Parma. A social learning approach might be applied by the engagement of motivated and skilled tutors. This is not only needed for the improvement and integration of the digital and collaborative dimension in higher education, but it aims to introduce issues and biases of emerging e-health and online networking dimensions for future healthcare professionals. Elements of e-readiness to train tutors and improve their digital skills and e-moderation approaches are evident. This emerged during an online and asynchronous interview with two tutors out of the four that were involved, by the use of a wiki where interviewer and informants could both read and add contents and comments.
High-quality and small-capacity e-learning video featuring lecturer-superimposing PC screen images
NASA Astrophysics Data System (ADS)
Nomura, Yoshihiko; Murakami, Michinobu; Sakamoto, Ryota; Sugiura, Tokuhiro; Matsui, Hirokazu; Kato, Norihiko
2006-10-01
Information processing and communication technology are progressing quickly, and are prevailing throughout various technological fields. Therefore, the development of such technology should respond to the needs for improvement of quality in the e-learning education system. The authors propose a new video-image compression processing system that ingeniously employs the features of the lecturing scene. While dynamic lecturing scene is shot by a digital video camera, screen images are electronically stored by a PC screen image capturing software in relatively long period at a practical class. Then, a lecturer and a lecture stick are extracted from the digital video images by pattern recognition techniques, and the extracted images are superimposed on the appropriate PC screen images by off-line processing. Thus, we have succeeded to create a high-quality and small-capacity (HQ/SC) video-on-demand educational content featuring the advantages: the high quality of image sharpness, the small electronic file capacity, and the realistic lecturer motion.
NASA Astrophysics Data System (ADS)
Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette
2016-08-01
Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a fundamentally important and widely misunderstood theory. This analysis of ENS portrayal in digital games provides insight into the use of games in teaching ENS. Systematic database search results were coded for the three principles of ENS: phenotypic variation, differential fitness, and fitness heritability. Though thousands of games use the term evolution, few presented elements of evolution, and even fewer contained all principles of ENS. Games developed to specifically teach evolution were difficult to find through Web searches. These overall deficiencies in ENS games reflect the inherent incompatibility between game control elements and the automatic process of ENS.
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…
Nicephor[e]: a web-based solution for teaching forensic and scientific photography.
Voisard, R; Champod, C; Furrer, J; Curchod, J; Vautier, A; Massonnet, G; Buzzini, P
2007-04-11
Nicephor[e] is a project funded by "Swiss Virtual Campus" and aims at creating a distant or mixed web-based learning system in forensic and scientific photography and microscopy. The practical goal is to organize series of on-line modular courses corresponding to the educational requirements of undergraduate academic programs. Additionally, this program could be used in the context of continuing educational programs. The architecture of the project is designed to guarantee a high level of knowledge in forensic and scientific photographic techniques, and to have an easy content production and the ability to create a number of different courses sharing the same content. The e-learning system Nicephor[e] consists of three different parts. The first one is a repository of learning objects that gathers all theoretical subject matter of the project such as texts, animations, images, and films. This repository is a web content management system (Typo3) that permits creating, publishing, and administrating dynamic content via a web browser as well as storing it into a database. The flexibility of the system's architecture allows for an easy updating of the content to follow the development of photographic technology. The instructor of a course can decide which modular contents need to be included in the course, and in which order they will be accessed by students. All the modular courses are developed in a learning management system (WebCT or Moodle) that can deal with complex learning scenarios, content distribution, students, tests, and interaction with instructor. Each course has its own learning scenario based on the goals of the course and the student's profile. The content of each course is taken from the content management system. It is then structured in the learning management system according to the pedagogical goals defined by the instructor. The modular courses are created in a highly interactive setting and offer autoevaluating tests to the students. The last part of the system is a digital assets management system (Extensis Portfolio). The practical portion of each course is to produce images of different marks or objects. The collection of all this material produced, indexed by the students and corrected by the instructor is essential to the development of a knowledge base of photographic techniques applied to a specific forensic subject. It represents also an extensible collection of different marks from known sources obtained under various conditions. It allows to reuse these images for creating image-based case files.
Frank, M S; Schultz, T; Dreyer, K
2001-06-01
To provide a standardized and scaleable mechanism for exchanging digital radiologic educational content between software systems that use disparate authoring, storage, and presentation technologies. Our institution uses two distinct software systems for creating educational content for radiology. Each system is used to create in-house educational content as well as commercial educational products. One system is an authoring and viewing application that facilitates the input and storage of hierarchical knowledge and associated imagery, and is capable of supporting a variety of entity relationships. This system is primarily used for the production and subsequent viewing of educational CD-ROMS. Another software system is primarily used for radiologic education on the world wide web. This system facilitates input and storage of interactive knowledge and associated imagery, delivering this content over the internet in a Socratic manner simulating in-person interaction with an expert. A subset of knowledge entities common to both systems was derived. An additional subset of knowledge entities that could be bidirectionally mapped via algorithmic transforms was also derived. An extensible markup language (XML) object model and associated lexicon were then created to represent these knowledge entities and their interactive behaviors. Forward-looking attention was exercised in the creation of the object model in order to facilitate straightforward future integration of other sources of educational content. XML generators and interpreters were written for both systems. Deriving the XML object model and lexicon was the most critical and time-consuming aspect of the project. The coding of the XML generators and interpreters required only a few hours for each environment. Subsequently, the transfer of hundreds of educational cases and thematic presentations between the systems can now be accomplished in a matter of minutes. The use of algorithmic transforms results in nearly 100% transfer of context as well as content, thus providing "presentation-ready" outcomes. The automation of knowledge exchange between dissimilar digital teaching environments magnifies the efforts of educators and enriches the learning experience for participants. XML is a powerful and useful mechanism for transfering educational content, as well as the context and interactive behaviors of such content, between disparate systems.
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.
Teacher Implementation and the Impact of Game-Based Science Curriculum Materials
NASA Astrophysics Data System (ADS)
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad
2018-01-01
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of digital games, we studied the replacement of existing high school biology genetics lessons over a 3- to 6-week period with Geniverse, an immersive, game-like learning environment designed to be used in classrooms. The Geniverse materials infuse virtual experimentation in genetics with a narrative of a quest to heal a genetic disease; incorporate the topics of meiosis and protein synthesis with inheritance; and include the science practices of explanation and argumentation. The research design involved a quasi-experiment with 48 high school teachers and about 2000 students, student science content knowledge and argumentation outcome measures, and analysis using hierarchical linear modeling. Results indicate that when Geniverse was implemented as the designers intended, student learning of genetics content was significantly greater than in the comparison, business-as-usual group. However, a wide range of levels of Geniverse implementation resulted in no significant difference between the groups as a whole. Students' abilities to engage in scientific explanation and argumentation were greater in the Geniverse group, but these differences were not statistically significant. Observation, survey, and interview data indicate a range of barriers to implementation and teacher instructional decisions that may have influenced student outcomes. Implications for the role of the teacher in the implementation of game-based instructional materials are discussed.
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…
Clinical nurse preceptors' perception of e-portfolio use for undergraduate students.
Chang, Chi-Ping; Lee, Ting-Ting; Mills, Mary Etta
Nursing schools and hospitals form partnerships to foster nursing education. Clinical nurse preceptors (CNPs) have a profound influence on nursing students' Last Mile practicum. Assisting preceptors to prepare students as future staff nurses has become a critical issue. E-portfolios utilize digital access and hyperlinks to integrate student knowledge, skills, and achievements with teaching assessment, process and evaluation. Based on the school-hospital partnership, preceptors require a teaching application to facilitate student learning. This descriptive qualitative study explored preceptors' perceptions regarding the use of e-portfolios. Data were collected from November 2012 to March 2013. One-on-one in-depth interviews with preceptors from different hospitals in Taiwan were examined using content analysis. Four key themes were revealed: utilizing students' learning experiences to design the CNP's teaching plan; a group-based discussion platform as a communication channel is needed; posting teaching content to facilitate student learning process; and, motivation usage factors in ease of use, sustaining use and win (student) - win (preceptor) outcomes. The use of e-portfolios allows preceptors to prepare for the learning needs of students. By considering preceptors' preferences, the design of e-portfolios may become more user friendly and useful for preceptors to expedite their teaching process and enhance student learning experiences. Copyright © 2016 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Michot, Didier; Fouad, Youssef; Pascal, Pichelin; Viaud, Valérie; Soltani, Inès; Walter, Christian
2017-04-01
This study aims are: i) to assess SOC content distribution according to the global soil map (GSM) project recommendations in a heterogeneous landscape ; ii) to compare the prediction performance of digital soil mapping (DSM) and visible-near infrared (Vis-NIR) spectroscopy approaches. The study area of 140 ha, located at Plancoët, surrounds the unique mineral spring water of Brittany (Western France). It's a hillock characterized by a heterogeneous landscape mosaic with different types of forest, permanent pastures and wetlands along a small coastal river. We acquired two independent datasets: j) 50 points selected using a conditioned Latin hypercube sampling (cLHS); jj) 254 points corresponding to the GSM grid. Soil samples were collected in three layers (0-5, 20-25 and 40-50cm) for both sampling strategies. SOC content was only measured in cLHS soil samples, while Vis-NIR spectra were measured on all the collected samples. For the DSM approach, a machine-learning algorithm (Cubist) was applied on the cLHS calibration data to build rule-based models linking soil carbon content in the different layers with environmental covariates, derived from digital elevation model, geological variables, land use data and existing large scale soil maps. For the spectroscopy approach, we used two calibration datasets: k) the local cLHS ; kk) a subset selected from the regional spectral database of Brittany after a PCA with a hierarchical clustering analysis and spiked by local cLHS spectra. The PLS regression algorithm with "leave-one-out" cross validation was performed for both calibration datasets. SOC contents for the 3 layers of the GSM grid were predicted using the different approaches and were compared with each other. Their prediction performance was evaluated by the following parameters: R2, RMSE and RPD. Both approaches led to satisfactory predictions for SOC content with an advantage for the spectral approach, particularly as regards the pertinence of the variation range.
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…
NASA Astrophysics Data System (ADS)
Herro, Danielle
2016-12-01
This review explores Anne Kamstrupp's "The Wow-effect in Science Teacher Education" by examining her theorized "wow-effect" as a teaching enactment that may serve to engage students, but often fails to provide deep understanding of science content. My response extends her perspective of socio-materiality as means to understand the "wow-effect" by suggesting social constructivism provides a more accurate lens to disentangle the phenomenon. I react to her position that tension fields within the phenomenon include the relationship between new and old technologies, boredom and engagement, and active and sedentary learning. In this conversation, I point to a new way of conceptualizing using digital media in the classroom as ecology of learning that may serve to decrease problems associated with the "wow-effect".
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
Radiometric Survey in Western Afghanistan: A Website for Distribution of Data
Sweeney, Ronald E.; Kucks, Robert P.; Hill, Patricia L.; Finn, Carol A.
2007-01-01
Radiometric (uranium content, thorium content, potassium content, and gamma-ray intensity) and related data were digitized from radiometric and survey route location maps of western Afghanistan published in 1976. The uranium content data were digitized along contour lines from 33 maps in a series entitled 'Map of Uranium (Radium) Contents of Afghanistan (Western Area),' compiled by V. N. Kirsanov and R. S. Dershimanov. The thorium content data were digitized along contour lines from 33 maps in a series entitled 'Map of Thorium Contents of Afghanistan (Western Area),' compiled by V. N. Kirsanov and R. S. Dershimanov. The potassium content data were digitized along contour lines from 33 maps in a series entitled 'Map of Potassium Contents of Afghanistan (Western Area),' compiled by V. N. Kirsanov and R. S. Dershimanov. The gamma-ray intensity data were digitized along contour lines from 33 maps in a series entitled 'Map of Gamma-Field of Afghanistan (Western Area),' compiled by V. N. Kirsanov and R. S. Dershimanov. The survey route location data were digitized along flight-lines located on 33 maps in a series entitled 'Survey Routes Location and Contours of Flight Equal Altitudes. Western Area of Afghanistan,' compiled by Z. A. Alpatova, V. G. Kurnosov, and F. A. Grebneva.
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.
ERIC Educational Resources Information Center
Acker, Stephen R.
2008-01-01
With faculty changing instructional practices to take advantage of customizable, focused content (and digital delivery of that content), many people assume that digital distribution is the answer to bringing the costs of course content delivery in line. But the picture just isn't that simple. A wide continuum of options is available to faculty and…
Multimedia content management in MPEG-21 framework
NASA Astrophysics Data System (ADS)
Smith, John R.
2002-07-01
MPEG-21 is an emerging standard from MPEG that specifies a framework for transactions of multimedia content. MPEG-21 defines the fundamental concept known as a digital item, which is the unit of transaction in the multimedia framework. A digital item can be used to package content for such as a digital photograph, a video clip or movie, a musical recording with graphics and liner notes, a photo album, and so on. The packaging of the media resources, corresponding identifiers, and associated metadata is provided in the declaration of the digital item. The digital item declaration allows for more effective transaction, distribution, and management of multimedia content and corresponding metadata, rights expressions, variations of media resources. In this paper, we describe various challenges for multimedia content management in the MPEG-21 framework.
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…
Pedagogical underpinnings of computer-based learning.
Adams, Audrey M
2004-04-01
E-learning is becoming increasingly incorporated into educational programmes. Digital materials usually require a lot of investment in terms of time, money and human resources. With advances in technology, delivery of content has much improved in terms of multimedia elements. However, often only low-level learning is achieved as a result of using these materials. The purpose of this article is to give a comprehensive overview of some of the most important issues to consider when incorporating e-learning into educational programmes. Computer-based learning has three components: hardware, software and 'underware', the pedagogy that underpins its development. The latter is the most important, as the approach adopted will influence the creation of computer-based learning materials and determine the way in which students engage with subject matter. Teachers are responsible for the quality of their courses and have a vital role in helping to develop the most appropriate electronic learning activities that will facilitate students to acquire the knowledge and skills necessary for clinical practice. Therefore, they need to have an awareness of what contributes to educationally effective, computer-based learning materials.
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…
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…
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…
The Profiles in Science Digital Library: Behind the Scenes.
Gallagher, Marie E; Moffatt, Christie
2012-01-01
This demonstration shows the Profiles in Science ® digital library. Profiles in Science contains digitized selections from the personal manuscript collections of prominent biomedical researchers, medical practitioners, and those fostering science and health. The Profiles in Science Web site is the delivery mechanism for content derived from the digital library system. The system is designed according to our basic principles for digital library development [1]. The digital library includes the rules and software used for digitizing items, creating and editing database records and performing quality control as well as serving the digital content to the public. Among the types of data managed by the digital library are detailed item-level, collection-level and cross-collection metadata, digitized photographs, papers, audio clips, movies, born-digital electronic files, optical character recognized (OCR) text, and annotations (see Figure 1). The digital library also tracks the status of each item, including digitization quality, sensitivity of content, and copyright. Only items satisfying all required criteria are released to the public through the World Wide Web. External factors have influenced all aspects of the digital library's infrastructure.
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.
Initial Teacher Training Science Nature and Mathematics and the Teaching of Astronomy
NASA Astrophysics Data System (ADS)
Macedo, Josué Antunes de
2014-11-01
Although Astronomy is part of the National Curriculum Parameters, it is rarely taught adequately in basic education. In this regard, this research has been developed aiming to investigate contributions to the use of traditional resources combined with digital technologies, in order to create autonomy for future teachers of Natural Sciences and Mathematics in relation to themes in Astronomy. The following steps were taken: i) analysis of educational pedagogical projects (EPP) from licentiate courses at the Federal Institution of Education, Science and Technology in the North of Minas Gerais (FINMG); ii) analysis of students' preconceptions on Astronomy and digital technologies; iii) elaboration of the course and application, developed under the education modality of blended learning, using the teaching proposal of methological pluralism; iv) application and analysis of the final questionnaire. The research subjects were constituted by thirty-two students of Physics, Mathematics and Biological Sciences courses. A mixed methodology with a pre-experimental delineation, combined with content analysis, has been used. The results showed the following: at the IFNMG, only the licentiate course in physics includes Astronomy content in several curriculum subjects; students´ rates of previous knowledge of Astronomy are low, and there are indications of meaningful learning of concepts related to Astronomy. This research sought to contribute to initial teacher training, particularly in relation to Astronomy teaching, proposing new alternatives to promote the teaching of this knowledge area. Furthermore, the intention was to respond to requests of institutions for implementation of blended learning or distance courses, since during the survey it was verified that, although discussions in forums are important, there is a need for such courses to promote on-site meetings conducting practical and manipulative activities.
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…
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.
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…
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…
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.
NASA Astrophysics Data System (ADS)
Lawton, Brandon L.; Rhue, Timothy; Smith, Denise A.; Squires, Gordon K.; Biferno, Anya A.; Lestition, Kathleen; Cominsky, Lynn R.; Godfrey, John; Lee, Janice C.; Manning, Colleen
2018-06-01
NASA's Universe of Learning creates and delivers science-driven, audience-driven resources and experiences designed to engage and immerse learners of all ages and backgrounds in exploring the universe for themselves. The project is the result of a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, Jet Propulsion Laboratory, Smithsonian Astrophysical Observatory, and Sonoma State University, and is one of 27 competitively-selected cooperative agreements within the NASA Science Mission Directorate STEM Activation program. The NASA's Universe of Learning team draws upon cutting-edge science and works closely with Subject Matter Experts (scientists and engineers) from across the NASA Astrophysics Physics of the Cosmos, Cosmic Origins, and Exoplanet Exploration themes. As one example, NASA’s Universe of Learning program is uniquely able to provide informal learning venues with a direct connection to the science of NASA astrophysics via the ViewSpace platform. ViewSpace is a modular multimedia exhibit where people explore the latest discoveries in our quest to understand the universe. Hours of awe-inspiring video content connect users’ lives with an understanding of our planet and the wonders of the universe. This experience is rooted in informal learning, astronomy, and earth science. Scientists and educators are intimately involved in the production of ViewSpace material. ViewSpace engages visitors of varying backgrounds and experience at museums, science centers, planetariums, and libraries across the United States. In addition to creating content, the Universe of Learning team is updating the ViewSpace platform to provide for additional functionality, including the introduction of digital interactives to make ViewSpace a multi-modal learning experience. During this presentation we will share the ViewSpace platform, explain how Subject Matter Experts are critical in creating content for ViewSpace, and how we are addressing audience needs and using evaluation to support a dedicated user base across the country.
Social Aspects of Photobooks: Improving Photobook Authoring from Large-Scale Multimedia Analysis
NASA Astrophysics Data System (ADS)
Sandhaus, Philipp; Boll, Susanne
With photo albums we aim to capture personal events such as weddings, vacations, and parties of family and friends. By arranging photo prints, captions and paper souvenirs such as tickets over the pages of a photobook we tell a story to capture and share our memories. The photo memories captured in such a photobook tell us much about the content and the relevance of the photos for the user. The way in which we select photos and arrange them in the photo album reveal a lot about the events, persons and places on the photos: captions describe content, closeness and arrangement of photos express relations between photos and their content and especially about the social relations of the author and the persons present in the album. Nowadays the process of photo album authoring has become digital, photos and texts can be arranged and laid out with the help of authoring tools in a digital photo album which can be printed as a physical photobook. In this chapter we present results of the analysis of a large repository of digitally mastered photobooks to learn about their social aspects. We explore to which degree a social aspect can be identified and how expressive and vivid different classes of photobooks are. The photobooks are anonymized, real world photobooks from customers of our industry partner CeWe Color. The knowledge gained from this social photobook analysis is meant both to better understand how people author their photobooks and to improve the automatic selection of and layout of photobooks.
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.
A model for the distribution of watermarked digital content on mobile networks
NASA Astrophysics Data System (ADS)
Frattolillo, Franco; D'Onofrio, Salvatore
2006-10-01
Although digital watermarking can be considered one of the key technologies to implement the copyright protection of digital contents distributed on the Internet, most of the content distribution models based on watermarking protocols proposed in literature have been purposely designed for fixed networks and cannot be easily adapted to mobile networks. On the contrary, the use of mobile devices currently enables new types of services and business models, and this makes the development of new content distribution models for mobile environments strategic in the current scenario of the Internet. This paper presents and discusses a distribution model of watermarked digital contents for such environments able to achieve a trade-off between the needs of efficiency and security.
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.
ERIC Educational Resources Information Center
Pérez Garcias, Adolfina; Marín, Victoria I.
2016-01-01
The knowledge society has brought many possibilities for open education practices and, simultaneously, deep ethical challenges related to the use, sharing and reuse of digital content. In fact, even at university level, many undergraduate students do not respect the licences of digital resources. As part of the contents of a third-year educational…
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)…
Designing high-quality interactive multimedia learning modules.
Huang, Camillan
2005-01-01
Modern research has broadened scientific knowledge and revealed the interdisciplinary nature of the sciences. For today's students, this advance translates to learning a more diverse range of concepts, usually in less time, and without supporting resources. Students can benefit from technology-enhanced learning supplements that unify concepts and are delivered on-demand over the Internet. Such supplements, like imaging informatics databases, serve as innovative references for biomedical information, but could improve their interaction interfaces to support learning. With information from these digital datasets, multimedia learning tools can be designed to transform learning into an active process where students can visualize relationships over time, interact with dynamic content, and immediately test their knowledge. This approach bridges knowledge gaps, fosters conceptual understanding, and builds problem-solving and critical thinking skills-all essential components to informatics training for science and medicine. Additional benefits include cost-free access and ease of dissemination over the Internet or CD-ROM. However, current methods for the design of multimedia learning modules are not standardized and lack strong instructional design. Pressure from administrators at the top and students from the bottom are pushing faculty to use modern technology to address the learning needs and expectations of contemporary students. Yet, faculty lack adequate support and training to adopt this new approach. So how can faculty learn to create educational multimedia materials for their students? This paper provides guidelines on best practices in educational multimedia design, derived from the Virtual Labs Project at Stanford University. The development of a multimedia module consists of five phases: (1) understand the learning problem and the users needs; (2) design the content to harness the enabling technologies; (3) build multimedia materials with web style standards and human factors principles; (4) user testing; (5) evaluate and improve design.
Interactive Materials In The Teaching Of Astronomy
NASA Astrophysics Data System (ADS)
Macêdo, J. A.; Voelzke, M. R.
2014-10-01
This study presents results of a survey conducted at the Federal Institution of Education, Science and Technology in the North of Minas Gerais (IFNMG), and aimed to investigate the potentialities of the use of interactive materials in the teaching of astronomy. An advanced training course with involved learning activities about basic concepts of astronomy was offered to thirty-two Licenciate students in Physics, Mathematics and Biological Science. The following steps were to be taken: i) analysis of the pedagogical projects (PPC) of the licenciates at the IFNMG, research locus of its Campus Januária; ii) analysis of students' preconceptions about astronomy and digital technologies, identified by the application of an initial questionnaire; iii) preparation of the course taking into account the students' previous knowledge; iv) application of the education proposal developed under part-time presence modality, using various interactive tools; v) application and analysis of the final questionnaire. The test was conducted with the qualitative and quantitative methodology, combined with a content analysis. The results indicated that in the IFNMG only the licenciate-course in physics includes astronomy content diluted in various subjects of the curriculum; the rates of students prior knowledge in relation to astronomy was low; an evidence of meaningful learning of the concepts related to astronomy, and of viability of resource use involving digital technologies in the Teaching of astronomy, which may contribute to the broadening of methodological options of future teachers and meet their training needs.
Digital Authenticity and Integrity: Digital Cultural Heritage Documents as Research Resources
ERIC Educational Resources Information Center
Bradley; Rachael
2005-01-01
This article presents the results of a survey addressing methods of securing digital content and ensuring the content's authenticity and integrity, as well as the perceived importance of authenticity and integrity. The survey was sent to 40 digital repositories in the United States and Canada between June 30 and July 19, 2003. Twenty-two…
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…
Higher Education Students’ Behaviour to Adopt Mobile Learning
NASA Astrophysics Data System (ADS)
Batmetan, J. R.; Palilingan, V. R.
2018-02-01
Mobile phone is an electronic device most often used by Y generation in Indonesia. This ages have become an important part in the growth of higher education in this country. The problem raised in this study is that very few students in higher education are adopting and accessing digital learning content using mobile phones. The objective of this study is to investigate the higher education students’ behaviour in using mobile learning. The research method used is Structural equation models (SEM) method to analyse the factors that influence higher education students’ behaviour in using mobile learning. The results of this study indicate tends of this student 85% to keep internet access in privacy. The majority of respondent is 78% having behaviour to keep adopting mobile learning and still use it in the future. Why? because this study shows that on the level of usability, easy to use, easy to learn, in various devices have a significant effect on the level of adoption of mobile learning. Implication of this study is higher education students’ behaviour of especially Y generation tends to prioritize the usability towards mobile learning and will continue to adopt mobile learning in the future.
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…
The Content Dimension of Educational Technology: How Does It Work for Education in Europe?
ERIC Educational Resources Information Center
Cernochova, Miroslava
2012-01-01
The aim of this article is to present a concept of digital content emphasizing its new shape and ways to be developed and shared on Web 2.0 principles. Due to recent EU initiatives, a great number of digital materials, resources, and services for education have been designed and produced in recent years. Digital content from materials such as…
Health professional learner attitudes and use of digital learning resources.
Maloney, Stephen; Chamberlain, Michael; Morrison, Shane; Kotsanas, George; Keating, Jennifer L; Ilic, Dragan
2013-01-16
Web-based digital repositories allow educational resources to be accessed efficiently and conveniently from diverse geographic locations, hold a variety of resource formats, enable interactive learning, and facilitate targeted access for the user. Unlike some other learning management systems (LMS), resources can be retrieved through search engines and meta-tagged labels, and content can be streamed, which is particularly useful for multimedia resources. The aim of this study was to examine usage and user experiences of an online learning repository (Physeek) in a population of physiotherapy students. The secondary aim of this project was to examine how students prefer to access resources and which resources they find most helpful. The following data were examined using an audit of the repository server: (1) number of online resources accessed per day in 2010, (2) number of each type of resource accessed, (3) number of resources accessed during business hours (9 am to 5 pm) and outside business hours (years 1-4), (4) session length of each log-on (years 1-4), and (5) video quality (bit rate) of each video accessed. An online questionnaire and 3 focus groups assessed student feedback and self-reported experiences of Physeek. Students preferred the support provided by Physeek to other sources of educational material primarily because of its efficiency. Peak usage commonly occurred at times of increased academic need (ie, examination times). Students perceived online repositories as a potential tool to support lifelong learning and health care delivery. The results of this study indicate that today's health professional students welcome the benefits of online learning resources because of their convenience and usability. This represents a transition away from traditional learning styles and toward technological learning support and may indicate a growing link between social immersions in Internet-based connections and learning styles. The true potential for Web-based resources to support student learning is as yet unknown.
Health Professional Learner Attitudes and Use of Digital Learning Resources
Chamberlain, Michael; Morrison, Shane; Kotsanas, George; Keating, Jennifer L; Ilic, Dragan
2013-01-01
Background Web-based digital repositories allow educational resources to be accessed efficiently and conveniently from diverse geographic locations, hold a variety of resource formats, enable interactive learning, and facilitate targeted access for the user. Unlike some other learning management systems (LMS), resources can be retrieved through search engines and meta-tagged labels, and content can be streamed, which is particularly useful for multimedia resources. Objective The aim of this study was to examine usage and user experiences of an online learning repository (Physeek) in a population of physiotherapy students. The secondary aim of this project was to examine how students prefer to access resources and which resources they find most helpful. Methods The following data were examined using an audit of the repository server: (1) number of online resources accessed per day in 2010, (2) number of each type of resource accessed, (3) number of resources accessed during business hours (9 am to 5 pm) and outside business hours (years 1-4), (4) session length of each log-on (years 1-4), and (5) video quality (bit rate) of each video accessed. An online questionnaire and 3 focus groups assessed student feedback and self-reported experiences of Physeek. Results Students preferred the support provided by Physeek to other sources of educational material primarily because of its efficiency. Peak usage commonly occurred at times of increased academic need (ie, examination times). Students perceived online repositories as a potential tool to support lifelong learning and health care delivery. Conclusions The results of this study indicate that today’s health professional students welcome the benefits of online learning resources because of their convenience and usability. This represents a transition away from traditional learning styles and toward technological learning support and may indicate a growing link between social immersions in Internet-based connections and learning styles. The true potential for Web-based resources to support student learning is as yet unknown. PMID:23324800
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…
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…
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
Wavelet-based reversible watermarking for authentication
NASA Astrophysics Data System (ADS)
Tian, Jun
2002-04-01
In the digital information age, digital content (audio, image, and video) can be easily copied, manipulated, and distributed. Copyright protection and content authentication of digital content has become an urgent problem to content owners and distributors. Digital watermarking has provided a valuable solution to this problem. Based on its application scenario, most digital watermarking methods can be divided into two categories: robust watermarking and fragile watermarking. As a special subset of fragile watermark, reversible watermark (which is also called lossless watermark, invertible watermark, erasable watermark) enables the recovery of the original, unwatermarked content after the watermarked content has been detected to be authentic. Such reversibility to get back unwatermarked content is highly desired in sensitive imagery, such as military data and medical data. In this paper we present a reversible watermarking method based on an integer wavelet transform. We look into the binary representation of each wavelet coefficient and embed an extra bit to expandable wavelet coefficient. The location map of all expanded coefficients will be coded by JBIG2 compression and these coefficient values will be losslessly compressed by arithmetic coding. Besides these two compressed bit streams, an SHA-256 hash of the original image will also be embedded for authentication purpose.
NASA Astrophysics Data System (ADS)
Serpagli, Lauren Paola
The purpose of this study is to explore the impact that a digital, picture sharing platform, specifically Instagram, can have on the learning experience in the biology classroom. Students are surrounded by a societal culture inundated with technology, including smart phones and social media, and science educators need to find ways to harness the popularity of these tools in the classroom. The theoretical frameworks guiding this study are Culturally Relevant Pedagogy (CRP), Digital Visual Literacy, and a Critical Feminism. To understand the many ways of social media, specifically Instagram, could influence science content understanding in the classroom, the research methodology used was a connective ethnography. This approach allowed for analysis for the creation of the dual-setting of the classroom and the digital platform and the emerging culture that resulted. As Instagram was used as the virtual component of the classroom, this gave rise to a new identity for the classroom, one in which a digital culture was established. Instagram served as an extension of the classroom space that was not limited by time, location, or teacher availability. The participants in this study were female high school biology students in New York City. An Instagram profile was created for the course and used in different ways: To post homework reminders, lab pictures, biology memes, current events, and discoveries, thereby exposing students to science in "nontraditional" ways. Students discussed their reactions and feelings of the uses and effectiveness of Instagram in the class and made suggestions for future applications through questionnaires, focus groups, and individual interviews. Findings reveal Instagram to ease access for review and reminders, integrate teenage culture into learning, and serve as an effective supplement tool to traditional classroom instruction. One chief goal of this research project was to help educators increase their understanding of the role that social media plays in the lives of students. By recognizing that youth culture now has a very heavy digital identity, this research allows educators to recognize the need to incorporate forms of technology and social media in the classroom, and particularly for young women in their use of technology in science learning.
ERIC Educational Resources Information Center
Bogel, Gayle
2008-01-01
State digital libraries are manifestations of the diffusion of technology that has provided both "access to" and "delivery of" digital content. Whether the content is being accessed and used equitably in K-12 schools has not been assessed. Determining patterns of the diffusion of use across socioeconomic groups in K-12 schools…
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…
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…
47 CFR 76.1909 - Redistribution control of unencrypted digital terrestrial broadcast content.
Code of Federal Regulations, 2011 CFR
2011-10-01
... content. Where a multichannel video programming distributor retransmits unencrypted digital terrestrial... 47 Telecommunication 4 2011-10-01 2011-10-01 false Redistribution control of unencrypted digital... (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Encoding Rules § 76.1909...
ERIC Educational Resources Information Center
Kurtz, Michael J.; Eichorn, Guenther; Accomazzi, Alberto; Grant, Carolyn S.; Demleitner, Markus; Murray, Stephen S.; Jones, Michael L. W.; Gay, Geri K.; Rieger, Robert H.; Millman, David; Bruggemann-Klein, Anne; Klein, Rolf; Landgraf, Britta; Wang, James Ze; Li, Jia; Chan, Desmond; Wiederhold, Gio; Pitti, Daniel V.
1999-01-01
Includes six articles that discuss a digital library for astronomy; comparing evaluations of digital collection efforts; cross-organizational access management of Web-based resources; searching scientific bibliographic databases based on content-based relations between documents; semantics-sensitive retrieval for digital picture libraries; and…
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.
Learning Mediated by an Educational Hypermedia
NASA Astrophysics Data System (ADS)
Fagundes, Adriano Luiz; da Silva, Tatiana; Barroso, Marta Feijó
2015-12-01
The phases of the Moon is a learning subject composed of smaller units here elaborated by adopting the theory of cognitive load, including aspects related to visualization in science education and taking into account learning difficulties documented in the research literature on science/astronomy teaching as theoretical guiding. The complete research process involved 77 students attending an undergraduate physics course and included data collection instruments to investigate technical aspects of the material, quality of contents and learning. This work focused on learning mediated by a hypermedia digital resource. The instruments used at this stage were pre-testing and learning evaluation allowing a qualitative and quantitative assessment. The questions pointed to the knowledge of the Moon as a body without its own light, to representations of schematic diagrams with sequences of lunar phases and the possibility of observing the Sun and the Moon according to the time of the day, an explanation and a representation of the dynamics of synchronous rotation motion of the Moon. The result provided an overall average increase of 33% in learning. We point out the features of the material that may have contributed to a highest quality as a learning tool.
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.
Constructionist Gaming: Understanding the Benefits of Making Games for Learning.
Kafai, Yasmin B; Burke, Quinn
2015-10-02
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
Kafai, Yasmin B.; Burke, Quinn
2015-01-01
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536
King, Gillian; Shepherd, Tracy A; Servais, Michelle; Willoughby, Colleen; Bolack, Linda; Strachan, Deborah; Moodie, Sheila; Baldwin, Patricia; Knickle, Kerry; Parker, Kathryn; Savage, Diane; McNaughton, Nancy
2016-10-01
To describe the creation and validation of six simulations concerned with effective listening and interpersonal communication in pediatric rehabilitation. The simulations involved clinicians from various disciplines, were based on clinical scenarios related to client issues, and reflected core aspects of listening/communication. Each simulation had a key learning objective, thus focusing clinicians on specific listening skills. The article outlines the process used to turn written scenarios into digital video simulations, including steps taken to establish content validity and authenticity, and to establish a series of videos based on the complexity of their learning objectives, given contextual factors and associated macrocognitive processes that influence the ability to listen. A complexity rating scale was developed and used to establish a gradient of easy/simple, intermediate, and hard/complex simulations. The development process exemplifies an evidence-based, integrated knowledge translation approach to the teaching and learning of listening and communication skills.
Virtual biomedical universities and e-learning.
Beux, P Le; Fieschi, M
2007-01-01
In this special issue on virtual biomedical universities and e-learning we will make a survey on the principal existing teaching applications of ICT used in medical Schools around the world. In the following we identify five types of research and experiments in this field of medical e-learning and virtual medical universities. The topics of this special issue goes from educational computer program to create and simulate virtual patients with a wide variety of medical conditions in different clinical settings and over different time frames to using distance learning in developed and developing countries program training medical informatics of clinicians. We also present the necessity of good indexing and research tools for training resources together with workflows to manage the multiple source content of virtual campus or universities and the virtual digital video resources. A special attention is given to training new generations of clinicians in ICT tools and methods to be used in clinical settings as well as in medical schools.
[Virtual microscopy in pathology teaching and postgraduate training (continuing education)].
Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P
2008-11-01
As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.
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…
Digital Video (DV): A Primer for Developing an Enterprise Video Strategy
NASA Astrophysics Data System (ADS)
Talovich, Thomas L.
2002-09-01
The purpose of this thesis is to provide an overview of digital video production and delivery. The thesis presents independent research demonstrating the educational value of incorporating video and multimedia content in training and education programs. The thesis explains the fundamental concepts associated with the process of planning, preparing, and publishing video content and assists in the development of follow-on strategies for incorporation of video content into distance training and education programs. The thesis provides an overview of the following technologies: Digital Video, Digital Video Editors, Video Compression, Streaming Video, and Optical Storage Media.
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…
Digital rights language support for evolving digital cinema requirements
NASA Astrophysics Data System (ADS)
Orri, Xavier; Mas, Joan-Maria; Macq, Benoit M. M.
2003-06-01
Digital cinema can be defined as the digital electronic distribution and display of theatrical film content or live material to the theatre. However, this simple definition does not reflect the complex mesh of balanced business relationships between the different parties involved in the worldwide cinematic distribution. Its transition from an analogue to a digital business will happen progressively, starting with only content being digitally distributed and going until an all-digital business. From these facts derive strong requirements on digital rights management (DRM) systems for digital cinema and therefore on the digital rights language supporting it. This paper explores the requirements imposed by the cinematic distribution model and by its progressive transition to digital, and the impact these have on digital rights languages. We analyze the support provided by different digital rights languages, identifying weaknesses and exploring solutions in fulfilling the requirements of the digital cinema distribution model.
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…
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…
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…
GeoDeepDive: Towards a Machine Reading-Ready Digital Library and Information Integration Resource
NASA Astrophysics Data System (ADS)
Husson, J. M.; Peters, S. E.; Livny, M.; Ross, I.
2015-12-01
Recent developments in machine reading and learning approaches to text and data mining hold considerable promise for accelerating the pace and quality of literature-based data synthesis, but these advances have outpaced even basic levels of access to the published literature. For many geoscience domains, particularly those based on physical samples and field-based descriptions, this limitation is significant. Here we describe a general infrastructure to support published literature-based machine reading and learning approaches to information integration and knowledge base creation. This infrastructure supports rate-controlled automated fetching of original documents, along with full bibliographic citation metadata, from remote servers, the secure storage of original documents, and the utilization of considerable high-throughput computing resources for the pre-processing of these documents by optical character recognition, natural language parsing, and other document annotation and parsing software tools. New tools and versions of existing tools can be automatically deployed against original documents when they are made available. The products of these tools (text/XML files) are managed by MongoDB and are available for use in data extraction applications. Basic search and discovery functionality is provided by ElasticSearch, which is used to identify documents of potential relevance to a given data extraction task. Relevant files derived from the original documents are then combined into basic starting points for application building; these starting points are kept up-to-date as new relevant documents are incorporated into the digital library. Currently, our digital library stores contains more than 360K documents supplied by Elsevier and the USGS and we are actively seeking additional content providers. By focusing on building a dependable infrastructure to support the retrieval, storage, and pre-processing of published content, we are establishing a foundation for complex, and continually improving, information integration and data extraction applications. We have developed one such application, which we present as an example, and invite new collaborations to develop other such applications.
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.
ERIC Educational Resources Information Center
Hill, Linda L.; Crosier, Scott J.; Smith, Terrence R.; Goodchild, Michael; Iannella, Renato; Erickson, John S.; Reich, Vicky; Rosenthal, David S. H.
2001-01-01
Includes five articles. Topics include requirements for a content standard to describe computational models; architectures for digital rights management systems; access control for digital information objects; LOCKSS (Lots of Copies Keep Stuff Safe) that allows libraries to run Web caches for specific journals; and a Web site from the U.S.…
Creating and Sharing: Teens' Information Practices in Digital Communities
ERIC Educational Resources Information Center
Harlan, Mary Ann; Bruce, Christine; Lupton, Mandy
2014-01-01
Introduction: In a connected world youth are participating in digital content creating communities. This paper introduces a description of teens' information practices in digital content creating and sharing communities. Method: The research design was a constructivist grounded theory methodology. Seventeen interviews with eleven teens were…
A Practical Guide for Building a Digital Library: User-Focused Collection
ERIC Educational Resources Information Center
Zhu, Qin; Guevara, Sophia
2009-01-01
With changing user expectations, many libraries are moving toward digital content. Accessible from anywhere at any time, digital content provides users with efficient, on-demand information experiences. Accordingly, librarians are presented with challenges and opportunities to build, manage, and implement outreach strategies that promote their…
Digital Collections, Digital Libraries and the Digitization of Cultural Heritage Information.
ERIC Educational Resources Information Center
Lynch, Clifford
2002-01-01
Discusses the development of digital collections and digital libraries. Topics include digitization of cultural heritage information; broadband issues; lack of compelling content; training issues; types of materials being digitized; sustainability; digital preservation; infrastructure; digital images; data mining; and future possibilities for…
Content Management and the Future of Academic Libraries.
ERIC Educational Resources Information Center
Wu, Yuhfen Diana; Liu, Mengxiong
2001-01-01
Discusses Internet-based electronic content management in digital libraries and considers the future of academic libraries. Topics include digital technologies; content management systems; standards; bandwidth; security and privacy concerns; legal matters, including copyrights and ownership; lifecycle; and multilingual access and interface. (LRW)
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…
Learning Science through Creating a `Slowmation': A case study of preservice primary teachers
NASA Astrophysics Data System (ADS)
Hoban, Garry; Nielsen, Wendy
2013-01-01
Many preservice primary teachers have inadequate science knowledge, which often limits their confidence in implementing the subject. This paper proposes a new way for preservice teachers to learn science by designing and making a narrated stop-motion animation as an instructional resource to explain a science concept. In this paper, a simplified way for preservice teachers to design and make an animation called 'slowmation' (abbreviated from 'slow animation') is exemplified. A case study of three preservice primary teachers creating one from start to finish over 2 h was conducted to address the following research question: How do the preservice primary teachers create a slowmation and how does this process influence their science learning? The method of inquiry used a case study design involving pre- and post-individual interviews in conjunction with a discourse analysis of video and audio data recorded as they created a slowmation. The data illustrate how the preservice teachers' science learning was related to their prior knowledge and how they iteratively revisited the content through the construction of five representations as a cumulative semiotic progression: (i) research notes; (ii) storyboard; (iii) models; (iv) digital photographs; culminating in (v) the narrated animation. This progression enabled the preservice teachers to revisit the content in each representation and make decisions about which modes to use and promoted social interaction. Creating a slowmation facilitated the preservice teachers' learning about the life cycle of a ladybird beetle and revised their alternative conceptions.
Children's media culture in the new millennium: mapping the digital landscape.
Montgomery, K C
2000-01-01
A new "children's digital media culture" is swiftly moving into place on the Internet. In this article, the author describes the technological, demographic, and market forces shaping this new digital media culture and the rich array of Web sites being created for children and teens. Many nonprofit organizations, museums, educational institutions, and government agencies are playing a significant role in developing online content for children, offering them opportunities to explore the world, form communities with other children, and create their own works of art and literature. For the most part, however, the heavily promoted commercial sites, sponsored mainly by media conglomerates and toy companies, are overshadowing the educational sites. Because of the unique interactive features of the Internet, companies are able to integrate advertising and Web site content to promote "brand awareness" and "brand loyalty" among children, encouraging them to become consumers beginning at a very early age. The possibility that a child's exploration on the Internet might lead to inappropriate content, aggressive advertising, or even dangerous contact with strangers has given rise to a number of efforts to create "safe zones" for children--that is, places in cyberspace where children can be protected from both marketers and predators. Federal legislation now requires parental permission before commercial Web sites can collect personal information from children under age 13. Several companies offer filtering, blocking, and monitoring software to safeguard children from harmful content or predators. Generally lacking in debates concerning children's use of the Internet, however, is a more proactive definition of quality--one that would help ensure the creation and maintenance of Web sites that enhance children's learning and development and not merely keep them from harm. In the concluding section of this article, the author recommends actions to promote development of a quality media culture that would help children become good citizens as well as responsible consumers.
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.
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.
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.
Midwifery students' experiences of learning clinical skills in Iran: a qualitative study.
Ahmadi, Golnoosh; Shahriari, Mohsen; Keyvanara, Mahmood; Kohan, Shahnaz
2018-03-09
A qualitative study was used. Midwifery students from three universities in Iran participated. The study used a convenience sample of eighteen students. Data for this study was collected using semi-structured interviews (N=12) and focus groups (N=6). Data were recorded on a digital audio recorder and then transcribed. The qualitative data were analyzed using a content analysis approach. Six broad themes emerged from the analysis: Limited opportunities to experience skills, difficulties with course plan gaps, need for creating a supportive clinical environment, learning drives, confusion between different methods, and stress in the clinical setting. Short verbatim quotations from the participants were presented to provide evidence for the interpretation of data. The findings of this study have provided a clear picture of the factors and mechanisms involved in learning clinical skills by midwifery students. This study showed that students had some difficulties and concerns during learning of clinical midwifery skills. The findings of this study suggest that midwifery educators conduct further studies to tackle these issues in clinical skills learning. The findings of this study are subject to some limitations which are discussed.
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…
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
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.
Tools and resources for neuroanatomy education: a systematic review.
Arantes, M; Arantes, J; Ferreira, M A
2018-05-03
The aim of this review was to identify studies exploring neuroanatomy teaching tools and their impact in learning, as a basis towards the implementation of a neuroanatomy program in the context of a curricular reform in medical education. Computer-assisted searches were conducted through March 2017 in the PubMed, Web of Science, Medline, Current Contents Connect, KCI and Scielo Citation Index databases. Four sets of keywords were used, combining "neuroanatomy" with "education", "teaching", "learning" and "student*". Studies were reviewed independently by two readers, and data collected were confirmed by a third reader. Of the 214 studies identified, 29 studies reported data on the impact of using specific neuroanatomy teaching tools. Most of them (83%) were published in the last 8 years and were conducted in the United States of America (65.52%). Regarding the participants, medical students were the most studied sample (37.93%) and the majority of the studies (65.52%) had less than 100 participants. Approximately half of the studies included in this review used digital teaching tools (e.g., 3D computer neuroanatomy models), whereas the remaining used non-digital learning tools (e.g., 3D physical models). Our work highlight the progressive interest in the study of neuroanatomy teaching tools over the last years, as evidenced from the number of publications and highlight the need to consider new tools, coping with technological development in medical education.
Do You Hear What I See? Assessing Accessibility of Digital Commons and CONTENTdm
ERIC Educational Resources Information Center
Walker, Wendy; Keenan, Teressa
2015-01-01
This article discusses the accessibility of two content management systems, Berkeley Electronic Press's Digital Commons and OCLC's CONTENTdm, widely used in libraries to host institutional repository and digital collections content. Based on observations by a visually impaired student who used the JAWS screen reader to view the design and display…
Comparing Online to Face-To-Face Delivery of Undergraduate Digital Circuits Content
ERIC Educational Resources Information Center
LaMeres, Brock J.; Plumb, Carolyn
2014-01-01
This paper presents a comparison of online to traditional face-to-face delivery of undergraduate digital systems material. Two specific components of digital content were compared and evaluated: a sophomore logic circuits course with no laboratory, and a microprocessor laboratory component of a junior-level computer systems course. For each of…
Imagine No Restrictions: Digital Rights Management
ERIC Educational Resources Information Center
Houghton-Jan, Sarah
2007-01-01
The Digital Rights Management (DRM), a technology that allows copyright owners to regulate and manage their content when it is disseminated in a digital format, has sparked an escalating battle over copyright protection and fair use. The stakes are huge for content producers, consumers, and libraries. DRM is the reason why some patrons cannot…
Content-based fused off-axis object illumination direct-to-digital holography
Price, Jeffery R.
2006-05-02
Systems and methods are described for content-based fused off-axis illumination direct-to-digital holography. A method includes calculating an illumination angle with respect to an optical axis defined by a focusing lens as a function of data representing a Fourier analyzed spatially heterodyne hologram; reflecting a reference beam from a reference mirror at a non-normal angle; reflecting an object beam from an object the object beam incident upon the object at the illumination angle; focusing the reference beam and the object beam at a focal plane of a digital recorder to from the content-based off-axis illuminated spatially heterodyne hologram including spatially heterodyne fringes for Fourier analysis; and digitally recording the content based off-axis illuminated spatially heterodyne hologram including spatially heterodyne fringes for Fourier analysis.
NASA Astrophysics Data System (ADS)
Wesley, Hema; Sheshadri, Geetha
2016-10-01
Scholarly publishing and its procedures have evolved rapidly, forcefully, and incredibly. Technical advances in the production and promotion of science content have dramatically augmented the visibility and reach, deepened the impact and intensified the thrust of science journal content. These changes range from checking text on perforated tapes to pit stop; from hot metal types to CTP; and from Gutenberg to colour digital printers. Intrinsic and inextricable to this revolutionary aspect of evolution in scholarly publishing is the evolution of library services in astronomy which catapulted library resources from preprints on shelves to customised digital repositories and from communicating observational data through postal telegrams to Tablets. What impact does this unique blend of revolutionary advances have on science and society, what are the consequent challenges, and what are the opportunities that can metamorphose from challenges inherent in the power and potential of the `published word'? The perspectives expressed in this paper stem from learning experiences of the authors at the Indian Academy of Sciences, publishers of ten science journals including the Journal of Astrophysics and Astronomy, and at the Raman Research Institute Library (in which Astronomy is one of the core subjects for research)
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…
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…
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.
Understanding Digital Note-Taking Practice for Visualization.
Willett, Wesley; Goffin, Pascal; Isenberg, Petra
2015-05-13
We present results and design implications from a study of digital note-taking practice to examine how visualization can support revisitation, reflection, and collaboration around notes. As digital notebooks become common forms of external memory, keeping track of volumes of content is increasingly difficult. Information visualization tools can help give note-takers an overview of their content and allow them to explore diverse sets of notes, find and organize related content, and compare their notes with their collaborators. To ground the design of such tools, we conducted a detailed mixed-methods study of digital note-taking practice. We identify a variety of different editing, organization, and sharing methods used by digital note-takers, many of which result in notes becoming "lost in the pile''. These findings form the basis for our design considerations that examine how visualization can support the revisitation, organization, and sharing of digital notes.
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
Safeguarding Digital Library Contents: Charging for Online Content.
ERIC Educational Resources Information Center
Herzberg, Amir
1998-01-01
Investigates the need for mechanisms for charging by digital libraries and other providers of online content, in particular for micropayments, i.e., charging for small amounts. The SSL (Secure Socket Layer) and SET (Secure Electronic Transactions) protocols for charge card payments and the MiniPay micropayment mechanism for charging small amounts…
Content and Knowledge Management in a Digital Library and Museum.
ERIC Educational Resources Information Center
Yeh, Jian-Hua; Chang, Jia-Yang; Oyang, Yen-Jen
2000-01-01
Discusses the design of the National Taiwan University Digital Library and Museum that addresses both content and knowledge management. Describes a two-tier repository architecture that facilitates content management, includes an object-oriented model to facilitate the management of temporal information, and eliminates the need to manually…
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…
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 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.
Content-specificity in verbal recall: a randomized controlled study.
Zirk-Sadowski, Jan; Szucs, Denes; Holmes, Joni
2013-01-01
In this controlled experiment we examined whether there are content effects in verbal short-term memory and working memory for verbal stimuli. Thirty-seven participants completed forward and backward digit and letter recall tasks, which were constructed to control for distance effects between stimuli. A maximum-likelihood mixed-effects logistic regression revealed main effects of direction of recall (forward vs backward) and content (digits vs letters). There was an interaction between type of recall and content, in which the recall of digits was superior to the recall of letters in verbal short-term memory but not in verbal working memory. These results demonstrate that the recall of information from verbal short-term memory is content-specific, whilst the recall of information from verbal working memory is content-general.
Resolution analysis of archive films for the purpose of their optimal digitization and distribution
NASA Astrophysics Data System (ADS)
Fliegel, Karel; Vítek, Stanislav; Páta, Petr; Myslík, Jiří; Pecák, Josef; Jícha, Marek
2017-09-01
With recent high demand for ultra-high-definition (UHD) content to be screened in high-end digital movie theaters but also in the home environment, film archives full of movies in high-definition and above are in the scope of UHD content providers. Movies captured with the traditional film technology represent a virtually unlimited source of UHD content. The goal to maintain complete image information is also related to the choice of scanning resolution and spatial resolution for further distribution. It might seem that scanning the film material in the highest possible resolution using state-of-the-art film scanners and also its distribution in this resolution is the right choice. The information content of the digitized images is however limited, and various degradations moreover lead to its further reduction. Digital distribution of the content in the highest image resolution might be therefore unnecessary or uneconomical. In other cases, the highest possible resolution is inevitable if we want to preserve fine scene details or film grain structure for archiving purposes. This paper deals with the image detail content analysis of archive film records. The resolution limit in captured scene image and factors which lower the final resolution are discussed. Methods are proposed to determine the spatial details of the film picture based on the analysis of its digitized image data. These procedures allow determining recommendations for optimal distribution of digitized video content intended for various display devices with lower resolutions. Obtained results are illustrated on spatial downsampling use case scenario, and performance evaluation of the proposed techniques is presented.
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 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'…
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…
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…
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…