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…
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
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…
[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.
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.
Proposal of a Framework for Internet Based Licensing of Learning Objects
ERIC Educational Resources Information Center
Santos, Osvaldo A.; Ramos, Fernando M. S.
2004-01-01
This paper presents a proposal of a framework whose main objective is to manage the delivery and rendering of learning objects in a digital rights controlled environment. The framework is based on a digital licensing scheme that requires each learning object to have the proper license in order to be rendered by a trusted player. A conceptual model…
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.
Quality Assurance for Digital Learning Object Repositories: Issues for the Metadata Creation Process
ERIC Educational Resources Information Center
Currier, Sarah; Barton, Jane; O'Beirne, Ronan; Ryan, Ben
2004-01-01
Metadata enables users to find the resources they require, therefore it is an important component of any digital learning object repository. Much work has already been done within the learning technology community to assure metadata quality, focused on the development of metadata standards, specifications and vocabularies and their implementation…
iLOG: A Framework for Automatic Annotation of Learning Objects with Empirical Usage Metadata
ERIC Educational Resources Information Center
Miller, L. D.; Soh, Leen-Kiat; Samal, Ashok; Nugent, Gwen
2012-01-01
Learning objects (LOs) are digital or non-digital entities used for learning, education or training commonly stored in repositories searchable by their associated metadata. Unfortunately, based on the current standards, such metadata is often missing or incorrectly entered making search difficult or impossible. In this paper, we investigate…
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.
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…
Integrating Digital Learning Objects in the Classroom: A Need for Educational Leadership
ERIC Educational Resources Information Center
Janson, Annick; Janson, Robin
2009-01-01
In this article, Annick Janson and Robin Janson introduce research from the Microsoft New Zealand's Partners in Learning Programme by documenting the impact of digital learning objects (DLOs) on educational practice. Janson and Janson describe the impact of DLOs on the teaching practice of a primary school in New Zealand, tracing the effects of…
Liberating Learning Object Design from the Learning Style of Student Instructional Designers
ERIC Educational Resources Information Center
Akpinar, Yavuz
2007-01-01
Learning objects are a new form of learning resource, and the design of these digital environments has many facets. To investigate senior instructional design students' use of reflection tools in designing learning objects, a series of studies was conducted using the Reflective Action Instructional Design and Learning Object Review Instrument…
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
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…
Designing Learning Object Repositories as Systems for Managing Educational Communities Knowledge
ERIC Educational Resources Information Center
Sampson, Demetrios G.; Zervas, Panagiotis
2013-01-01
Over the past years, a number of international initiatives that recognize the importance of sharing and reusing digital educational resources among educational communities through the use of Learning Object Repositories (LORs) have emerged. Typically, these initiatives focus on collecting digital educational resources that are offered by their…
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…
ERIC Educational Resources Information Center
Gustafson, Brenda; Mahaffy, Peter; Martin, Brian
2011-01-01
This article reports a subset of findings from a larger study centered on designing a series of six digital learning objects to help Grade 5 (age 10-12) students begin to consider the nature of models (understood as the physical or mental representation of objects, phenomena, or processes), the particle nature of matter, and the behavior of…
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.
Digital Rights Management Implemented by RDF Graph Approach
ERIC Educational Resources Information Center
Yang, Jin Tan; Horng, Huai-Chien
2006-01-01
This paper proposes a design framework for constructing Digital Rights Management (DRM) that enables learning objects in legal usage. The central theme of this framework is that any design of a DRM must have theories as foundations to make the maintenance, extension or interoperability easy. While a learning objective consists of learning…
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…
Psychology Teaching Resources in the MERLOT Digital Learning Objects Catalog
ERIC Educational Resources Information Center
Brinthaupt, Thomas M.; Pilati, Michelle L.; King, Beverly R.
2008-01-01
MERLOT (Multimedia Educational Resource for Learning and Online Teaching) is a free multidisciplinary catalog of digital learning materials, peer reviews, learning assignments, and member comments designed to facilitate faculty instruction. The catalog's goal is to expand the quantity and quality of peer-reviewed online teaching materials. We…
Digital 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…
Participative Knowledge Production of Learning Objects for E-Books.
ERIC Educational Resources Information Center
Dodero, Juan Manuel; Aedo, Ignacio; Diaz, Paloma
2002-01-01
Defines a learning object as any digital resource that can be reused to support learning and thus considers electronic books as learning objects. Highlights include knowledge management; participative knowledge production, i.e. authoring electronic books by a distributed group of authors; participative knowledge production architecture; and…
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.
Learning Objects and Virtual Learning Environments Technical Evaluation Criteria
ERIC Educational Resources Information Center
Kurilovas, Eugenijus; Dagiene, Valentina
2009-01-01
The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…
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.
Evaluation of a Digital Learning Object for the Monty Hall Dilemma
ERIC Educational Resources Information Center
DiBattista, David
2011-01-01
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
The International Learning Object Metadata Survey
ERIC Educational Resources Information Center
Friesen, Norm
2004-01-01
A wide range of projects and organizations is currently making digital learning resources (learning objects) available to instructors, students, and designers via systematic, standards-based infrastructures. One standard that is central to many of these efforts and infrastructures is known as Learning Object Metadata (IEEE 1484.12.1-2002, or LOM).…
Learned Manipulation at Unconstrained Contacts Does Not Transfer across Hands
Fu, Qiushi; Choi, Jason Y.; Gordon, Andrew M.; Jesunathadas, Mark; Santello, Marco
2014-01-01
Recent studies about sensorimotor control of the human hand have focused on how dexterous manipulation is learned and generalized. Here we address this question by testing the extent to which learned manipulation can be transferred when the contralateral hand is used and/or object orientation is reversed. We asked subjects to use a precision grip to lift a grip device with an asymmetrical mass distribution while minimizing object roll during lifting by generating a compensatory torque. Subjects were allowed to grasp anywhere on the object’s vertical surfaces, and were therefore able to modulate both digit positions and forces. After every block of eight trials performed in one manipulation context (i.e., using the right hand and at a given object orientation), subjects had to lift the same object in the second context for one trial (transfer trial). Context changes were made by asking subjects to switch the hand used to lift the object and/or rotate the object 180° about a vertical axis. Therefore, three transfer conditions, hand switch (HS), object rotation (OR), and both hand switch and object rotation (HS+OR), were tested and compared with hand matched control groups who did not experience context changes. We found that subjects in all transfer conditions adapted digit positions across multiple transfer trials similar to the learning of control groups, regardless of different changes of contexts. Moreover, subjects in both HS and HS+OR group also adapted digit forces similar to the control group, suggesting independent learning of the left hand. In contrast, the OR group showed significant negative transfer of the compensatory torque due to an inability to adapt digit forces. Our results indicate that internal representations of dexterous manipulation tasks may be primarily built through the hand used for learning and cannot be transferred across hands. PMID:25233091
ERIC Educational Resources Information Center
Guler, Cetin; Altun, Arif
2010-01-01
Learning objects (LOs) can be defined as resources that are reusable, digital with the aim of fulfilling learning objectives (or expectations). Educators, both at the individual and institutional levels, are cautioned about the fact that LOs are to be processed through a proper development process. Who should be involved in the LO development…
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…
ERIC Educational Resources Information Center
Wang, Tzone I; Tsai, Kun Hua; Lee, Ming Che; Chiu, Ti Kai
2007-01-01
With vigorous development of the Internet, especially the web page interaction technology, distant E-learning has become more and more realistic and popular. Digital courses may consist of many learning units or learning objects and, currently, many learning objects are created according to SCORM standard. It can be seen that, in the near future,…
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…
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…
Learning Objects for Educational Applications via PDA Technology
ERIC Educational Resources Information Center
Churchill, Daniel
2008-01-01
This article discusses an ongoing study into issues relevant to the design of learning objects for educational applications via portable digital assistant (PDA) technology. The specific areas of inquiry in this study are: the kinds of learning objects that are effective for PDA delivery; contexts for their effective educational applications; and…
A Study of Supplementing Conventional Business Education with Digital Games
ERIC Educational Resources Information Center
Ellahi, Abida; Zaka, Bilal; Sultan, Fahd
2017-01-01
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…
PATRON: Using a Multimedia Digital Library for Learning and Teaching in the Performing Arts.
ERIC Educational Resources Information Center
Lyon, Elizabeth
The creation and application of a multimedia digital library to support learning and teaching in the performing arts is described. PATRON (Performing Arts Teaching Resources Online) delivers audio, video, music scores, dance notation, and theater scripts to the desktop via an innovative Web-based interface. Digital objects are linked subjectively…
ERIC Educational Resources Information Center
Dube, Sibusisiwe; Scott, Elsje
2017-01-01
This study investigated the perspectives of university students on the use of digital technologies as tools for teaching and learning. Digital technologies are an essential asset for academic institutions as they can support strategic teaching and learning objectives for education institutions. Studies have shown that limited use of digital…
The Comprehensive Evaluation of Electronic Learning Tools and Educational Software (CEELTES)
ERIC Educational Resources Information Center
Karolcík, Štefan; Cipková, Elena; Hrušecký, Roman; Veselský, Milan
2015-01-01
Despite the fact that digital technologies are more and more used in the learning and education process, there is still lack of professional evaluation tools capable of assessing the quality of used digital teaching aids in a comprehensive and objective manner. Construction of the Comprehensive Evaluation of Electronic Learning Tools and…
ERIC Educational Resources Information Center
Kjällander, Susanne
2018-01-01
Assessment in the much-discussed digital divide in Scandinavian technologically advanced schools, is the study object of this article. Interaction is studied to understand assessment; and to see how assessment can be didactically designed to recognise students' learning. With a multimodal, design theoretical perspective on learning teachers' and…
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…
Sensorimotor memory of object weight distribution during multidigit grasp.
Albert, Frederic; Santello, Marco; Gordon, Andrew M
2009-10-09
We studied the ability to transfer three-digit force sharing patterns learned through consecutive lifts of an object with an asymmetric center of mass (CM). After several object lifts, we asked subjects to rotate and translate the object to the contralateral hand and perform one additional lift. This task was performed under two weight conditions (550 and 950 g) to determine the extent to which subjects would be able to transfer weight and CM information. Learning transfer was quantified by measuring the extent to which force sharing patterns and peak object roll on the first post-translation trial resembled those measured on the pre-translation trial with the same CM. We found that the overall gain of fingertip forces was transferred following object rotation, but that the scaling of individual digit forces was specific to the learned digit-object configuration, and thus was not transferred following rotation. As a result, on the first post-translation trial there was a significantly larger object roll following object lift-off than on the pre-translation trial. This suggests that sensorimotor memories for weight, requiring scaling of fingertip force gain, may differ from memories for mass distribution.
ERIC Educational Resources Information Center
Gustafson, Brenda; Mahaffy, Peter; Martin, Brian
2015-01-01
This paper focuses on one Grade 5 class (9 females; 9 males) who worked in student-pairs to view five digital learning object (DLO) lessons created by the authors and meant to introduce students to the nature of models, the particle nature of matter, and physical change. Specifically, the paper focuses on whether DLO design elements could assist…
History, Context, and Policies of a Learning Object Repository
ERIC Educational Resources Information Center
Simpson, Steven Marshall
2016-01-01
Learning object repositories, a form of digital libraries, are robust systems that provide educators new ways to search for educational resources, collaborate with peers, and provide instruction to students in unique and varied ways. This study examines a learning object repository created by a large suburban school district to increase teaching…
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.
ERIC Educational Resources Information Center
Prosser, Dominic; Eddisford, Susan
2004-01-01
This paper examines children's and adults' attitudes to virtual representations of museum objects. Drawing on empirical research data gained from two web-based digital learning environments. The paper explores the characteristics of on-line learning activities that move children from a sense of wonder into meaningful engagement with objects and…
ERIC Educational Resources Information Center
Contrino, Jacline L.
2016-01-01
Demonstrating library impact on student success is critical for all academic libraries today. This article discusses how the library of a large online university serving non-traditional students evaluated how customized point-of-need learning objects (LOs) embedded in the learning management system impacted student learning. Using a comprehensive…
Providing Author-Defined State Data Storage to Learning Objects
ERIC Educational Resources Information Center
Kassahun, Ayalew; Beulens, Adrie; Hartog, Rob
2006-01-01
Two major trends in eLearning are the shift from presentational towards activating learning objects and the shift from proprietary towards SCORM conformant delivery systems. In a large program on the design, development and use of digital learning material for food and biotechnology in higher education, a large amount of experience has been gained…
ERIC Educational Resources Information Center
Granger, Stewart; Dekkers, Makx; Weibel, Stuart L.; Kirriemuir, John; Lensch, Hendrik P. A.; Goesele, Michael; Seidel, Hans-Peter; Birmingham, William; Pardo, Bryan; Meek, Colin; Shifrin, Jonah; Goodvin, Renee; Lippy, Brooke
2002-01-01
One opinion piece and five articles in this issue discuss: digital preservation infrastructure; accomplishments and changes in the Dublin Core Metadata Initiative in 2001 and plans for 2002; video gaming and how it relates to digital libraries and learning technologies; overview of a music retrieval system; and the online version of the…
A Flipped First-Year Digital Circuits Course for Engineering and Technology Students
ERIC Educational Resources Information Center
Yelamarthi, Kumar; Drake, Eron
2015-01-01
This paper describes a flipped and improved first-year digital circuits (DC) course that incorporates several active learning strategies. With the primary objective of increasing student interest and learning, an integrated instructional design framework is proposed to provide first-year engineering and technology students with practical knowledge…
Teacher Candidates' Views of Digital Games as Learning Devices
ERIC Educational Resources Information Center
Sardone, Nancy B.; Devlin-Scherer, Roberta
2009-01-01
The objective of this research study was to explore teacher candidate views toward digital learning games using an immersive strategy. Specifically, we were interested in finding out what game use in classroom settings taught candidates about the role of teacher as facilitator of instruction. The procedures first focused teacher candidate…
Earley, Kirsty; Livingstone, Daniel; Rea, Paul M
2017-01-01
Collection preservation is essential for the cultural status of any city. However, presenting a collection publicly risks damage. Recently this drawback has been overcome by digital curation. Described here is a method of digitisation using photogrammetry and virtual reality software. Items were selected from the Royal College of Physicians and Surgeons of Glasgow archives, and implemented into an online learning module for the Open University. Images were processed via Agisoft Photoscan, Autodesk Memento, and Garden Gnome Object 2VR. Although problems arose due to specularity, 2VR digital models were developed for online viewing. Future research must minimise the difficulty of digitising specular objects.
Digital Game-Based Learning: A Didactic Experience in the Pre-Degree Nursing Career.
Solís de Ovando, A; Rodríguez, A; Hullin, C
2018-01-01
Nowadays we are faced with a society immersed in globalization and native technology, causing a great challenge in the university teaching staff. The gamification, as teaching-learning didactic methodology, gathers the characteristics that allow to motivate and achieve an active and significant learning. The objective of this work is to show the experience of the nursing career, which combines the learning based on games and the use of digital applications.
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…
Quality Assurance Model for Digital Adult Education Materials
ERIC Educational Resources Information Center
Dimou, Helen; Kameas, Achilles
2016-01-01
Purpose: This paper aims to present a model for the quality assurance of digital educational material that is appropriate for adult education. The proposed model adopts the software quality standard ISO/IEC 9126 and takes into account adult learning theories, Bloom's taxonomy of learning objectives and two instructional design models: Kolb's model…
Exploring Mobile Affordances in the Digital Classroom
ERIC Educational Resources Information Center
Parsons, David; Thomas, Herbert; Wishart, Jocelyn
2016-01-01
This article reports on a survey of teachers undertaking a postgraduate applied practice certificate in digital and collaborative learning. The survey was intended to capture how mobile learning was currently being used by the teachers both on the course and in their own classrooms. The objective was to investigate to what extent mobile learning…
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.
Incorporating Mobile Learning into Athletic Training Education
ERIC Educational Resources Information Center
Davie, Emily
2009-01-01
Objective: To introduce and present techniques for incorporating mobile learning into athletic training education. Background: The matriculation of digital natives into college has stimulated the identification and development of new teaching and learning strategies. Electronic learning (e-learning), including the use of learning management…
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.
Arús, Nádia A; da Silva, Átila M; Duarte, Rogério; da Silveira, Priscila F; Vizzotto, Mariana B; da Silveira, Heraldo L D; da Silveira, Heloisa E D
2017-06-01
The aims of this study were to evaluate and compare the performance of dental students in interpreting the temporomandibular joint (TMJ) with magnetic resonance imaging (MRI) scans using two learning methods (conventional and digital interactive learning) and to examine the usability of the digital learning object (DLO). The DLO consisted of tutorials about MRI and anatomic and functional aspects of the TMJ. In 2014, dental students in their final year of study who were enrolled in the elective "MRI Interpretation of the TMJ" course comprised the study sample. After exclusions for nonattendance and other reasons, 29 of the initial 37 students participated in the study, for a participation rate of 78%. The participants were divided into two groups: a digital interactive learning group (n=14) and a conventional learning group (n=15). Both methods were assessed by an objective test applied before and after training and classes. Aspects such as support and training requirements, complexity, and consistency of the DLO were also evaluated using the System Usability Scale (SUS). A significant between-group difference in the posttest results was found, with the conventional learning group scoring better than the DLO group, indicated by mean scores of 9.20 and 8.11, respectively, out of 10. However, when the pretest and posttest results were compared, both groups showed significantly improved performance. The SUS score was 89, which represented a high acceptance of the DLO by the users. The students who used the conventional method of learning showed superior performance in interpreting the TMJ using MRI compared to the group that used digital interactive learning.
4 Steps to Getting Started with OER
ERIC Educational Resources Information Center
Fasimpaur, Karen
2012-01-01
Digital text, changes in textbook adoptions, 1-to-1 computing, Common Core standards, the rise in digital learning objects and online curricula, the push for personalized learning--all of these and other factors are part of an ongoing drama in education today that puts the future of curriculum materials very much in play. But thanks to open…
Using Time-Compression to Make Multimedia Learning More Efficient: Current Research and Practice
ERIC Educational Resources Information Center
Pastore, Raymond; Ritzhaupt, Albert D.
2015-01-01
It is now common practice for instructional designers to incorporate digitally recorded lectures for Podcasts (e.g., iTunes University), voice-over presentations (e.g., PowerPoint), animated screen captures with narration (e.g., Camtasia), and other various learning objects with digital audio in the instructional method. As a result, learners are…
Digital and Online Learning in Vocational Education and Training in Serbia: A Case Study
ERIC Educational Resources Information Center
Brolpito, Alessandro; Lightfoot, Michael; Radišic, Jelena; Šcepanovic, Danijela
2016-01-01
This case study aims to identify relevant policies and practices for digital and online learning (DOL) in vocational education and training (VET) in Serbia, with a focus on initial VET (IVET). The study was commissioned by the European Training Foundation (ETF) with the following specific objectives: (1) gather information and analyse DOL…
Problem-Solving Examples as Interactive Learning Objects for Educational Digital Libraries
ERIC Educational Resources Information Center
Brusilovsky, Peter; Yudelson, Michael; Hsiao, I-Han
2009-01-01
The paper analyzes three major problems encountered by our team as we endeavored to turn problem solving examples in the domain of programming into highly reusable educational activities, which could be included as first class objects in various educational digital libraries. It also suggests three specific approaches to resolving these problems,…
ERIC Educational Resources Information Center
Akpinar, Yavuz
2014-01-01
The aim of the studies reported in this paper is to gain classroom based empirical evidence on the learning effectiveness of learning objects used in two types of study settings: Collaborative and individual. A total of 127 seventh and ninth grade students participated in the experiments. They were assigned into one of the study modes and worked…
A Meta-Relational Approach for the Definition and Management of Hybrid Learning Objects
ERIC Educational Resources Information Center
Navarro, Antonio; Fernandez-Pampillon, Ana Ma.; Fernandez-Chamizo, Carmen; Fernandez-Valmayor, Alfredo
2013-01-01
Electronic learning objects (LOs) are commonly conceived of as digital units of information used for teaching and learning. To facilitate their classification for pedagogical planning and retrieval purposes, LOs are complemented with metadata (e.g., the author). These metadata are usually restricted by a set of predetermined tags to which the…
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.
NASA Astrophysics Data System (ADS)
Zschocke, Thomas; Beniest, Jan
The Consultative Group on International Agricultural Re- search (CGIAR) has established a digital repository to share its teaching and learning resources along with descriptive educational information based on the IEEE Learning Object Metadata (LOM) standard. As a critical component of any digital repository, quality metadata are critical not only to enable users to find more easily the resources they require, but also for the operation and interoperability of the repository itself. Studies show that repositories have difficulties in obtaining good quality metadata from their contributors, especially when this process involves many different stakeholders as is the case with the CGIAR as an international organization. To address this issue the CGIAR began investigating the Open ECBCheck as well as the ISO/IEC 19796-1 standard to establish quality protocols for its training. The paper highlights the implications and challenges posed by strengthening the metadata creation workflow for disseminating learning objects of the CGIAR.
de Carvalho, Lilian Regina; Évora, Yolanda Dora Martinez; Zem-Mascarenhas, Silvia Helena
2016-01-01
ABSTRACT Objective: to assess the usability of a digital learning technology prototype as a new method for minimally invasive monitoring of intracranial pressure. Method: descriptive study using a quantitative approach on assessing the usability of a prototype based on Nielsen's ten heuristics. Four experts in the area of Human-Computer interaction participated in the study. Results: the evaluation delivered eight violated heuristics and 31 usability problems in the 32 screens of the prototype. Conclusion: the suggestions of the evaluators were critical for developing an intuitive, user-friendly interface and will be included in the final version of the digital learning technology. PMID:27579932
ERIC Educational Resources Information Center
Lee, Szu-Hsin
2016-01-01
No matter how fast or wide digital technology develops, because of the gap between urban and rural areas, a digital divide in the education system still exists. The researcher joined the digital film-making summer camp, where the major objective was to decrease the digital divide between urban and rural areas. Thirty schoolchildren from one…
ERIC Educational Resources Information Center
Sarkar, Subrata; Mohapatra, Sanjay; Sundarakrishnan, J.
2017-01-01
The objective of this research was to assess the impact of the Digital Equalizer program (DE Program) in terms of student learning outcomes of students in subjects like science, mathematics and geography after 8 months of implementing the DE program in 283 schools across 30 districts of Odisha, India. This study was a inter group and intra group…
Discovery and Use of Online Learning Resources: Case Study Findings
ERIC Educational Resources Information Center
Recker, Mimi M.; Dorward, James; Nelson, Laurie Miller
2004-01-01
Much recent research and funding have focused on building Internet-based repositories that contain collections of high-quality learning resources, often called "learning objects." Yet little is known about how non-specialist users, in particular teachers, find, access, and use digital learning resources. To address this gap, this article…
ERIC Educational Resources Information Center
Kynigos, Chronis; Psycharis, Giorgos
2009-01-01
The paper describes a study of the contexts of six teams, expert in research and development of digital media for learning mathematics, who cross-experimented in classrooms with the use of each other's artefacts. Contextual issues regarding the designed tasks and technologies, the socio-systemic milieu and the ways in which the researchers worked…
ERIC Educational Resources Information Center
Cattik, Melih; Odluyurt, Serhat
2017-01-01
The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…
A Study on Mobile Learning as a Learning Style in Modern Research Practice
ERIC Educational Resources Information Center
Joan, D. R. Robert
2013-01-01
Mobile learning is a kind of learning that takes place via a portable handheld electronic device. It also refers to learning via other kinds of mobile devices such as tablet computers, net-books and digital readers. The objective of mobile learning is to provide the learner the ability to assimilate learning anywhere and at anytime. Mobile devices…
A Heuristic Algorithm for Planning Personalized Learning Paths for Context-Aware Ubiquitous Learning
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Kuo, Fan-Ray; Yin, Peng-Yeng; Chuang, Kuo-Hsien
2010-01-01
In a context-aware ubiquitous learning environment, learning systems can detect students' learning behaviors in the real-world with the help of context-aware (sensor) technology; that is, students can be guided to observe or operate real-world objects with personalized support from the digital world. In this study, an optimization problem that…
ERIC Educational Resources Information Center
Betty, Paul
2009-01-01
Increasing use of screencast and Flash authoring software within libraries is resulting in "homegrown" library collections of digital learning objects and multimedia presentations. The author explores the use of Google Analytics to track usage statistics for interactive Shockwave Flash (.swf) files, the common file output for screencast and Flash…
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
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…
Using Interactive Digital Images of Products to Teach Pharmaceutics
Pham, Khang H.; Dollar,, Michael
2007-01-01
Objective To implement interactive digital images of drug products and online quizzes in a pharmaceutics course to teach students where to look on product labels for information and how to evaluate ingredients of various dosage forms, and to reinforce pharmaceutical calculations with practical problems. Design Interactive digital images of drug products and a database of quiz questions pertaining to the products were created and an interactive online platform was designed. The interactive digital images were incorporated in pharmaceutics lectures as examples of dosage forms studied and calculations taught. The online quizzes were administered to first-professional year pharmacy students in fall 2004 and fall 2005. Assessment The competency outcome data illustrates that the product-based online quizzes aided students in meeting the desired learning objectives. Modifications to increase ease of use resulted in higher student success rates in the second year of implementation. Student and faculty evaluations of the application were largely positive. Conclusion The development of interactive digital images and product-based online quizzes successfully adapted a traditional learning aid into a viable electronic resource for pharmacy education. PMID:17619660
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.
A digital peer-to-peer learning platform for clinical skills development.
Basnak, Jesse; Ortynski, Jennifer; Chow, Meghan; Nzekwu, Emeka
2017-02-01
Due to constraints in time and resources, medical curricula may not provide adequate opportunities for pre-clerkship students to practice clinical skills. To address this, medical students at the University of Alberta developed a digital peer-to-peer learning initiative. The initiative assessed if students can learn clinical skills from their peers in co-curricular practice objective structured clinical exams (OSCEs). A total of 144 first-year medical students participated. Students wrote case scenarios that were reviewed by physicians. Students enacted the cases in practice OSCEs, acting as the patient, physician, and evaluator. Verbal and electronic evaluations were completed. A digital platform was used to automate the process. Surveys were disseminated to assess student perceptions of their experience. Seventy-five percent of participants said they needed opportunities to practice patient histories and physical exams in addition to those provided in the medical school curriculum. All participants agreed that the co-curricular practice OSCEs met this need. The majority of participants also agreed that the digital platform was efficient and easy to use. Students found the practice OSCEs and digital platform effective for learning clinical skills. Thus, peer-to-peer learning and computer automation can be useful adjuncts to traditional medical curricula.
Debating Digital Childhoods: Questions Concerning Technologies, Economies and Determinisms
ERIC Educational Resources Information Center
Gibbons, Andrew
2015-01-01
The learning child, the child that is the object of interest through modernity and into mutated modernity, in the knowledge economy, is a digital age identity of great interest. Talk about childhood and the digital age invokes a range of questions about what is happening at this time and with these technologies and that creates more or less of a…
ERIC Educational Resources Information Center
Ettazarini, Said
2017-01-01
The educational policy in Morocco is aimed at promoting the wide use of Information and Communication Technologies in Education and the adoption of interactive and autonomous digital resources for distance teaching and self-learning. The objective of this research is to evaluate the suitability of the existing digital educational resources for…
Developing a Code of Practice for Learning Analytics
ERIC Educational Resources Information Center
Sclater, Niall
2016-01-01
Ethical and legal objections to learning analytics are barriers to development of the field, thus potentially denying students the benefits of predictive analytics and adaptive learning. Jisc, a charitable organization that champions the use of digital technologies in UK education and research, has attempted to address this with the development of…
Ontological Modeling of Educational Resources: A Proposed Implementation for Greek Schools
ERIC Educational Resources Information Center
Poulakakis, Yannis; Vassilakis, Kostas; Kalogiannakis, Michail; Panagiotakis, Spyros
2017-01-01
In eLearning context searching for suitable educational material is still a challenging issue. During the last two decades, various digital repositories, such as Learning Object Repositories, institutional repositories and latterly Open Educational Resources, have been developed to accommodate collections of learning material that can be used for…
Expanding Evidence Approaches for Learning in a Digital World
ERIC Educational Resources Information Center
Means, Barbara; Anderson, Kea
2013-01-01
This report describes how big data and an evidence framework can align across five contexts of educational improvement. It explains that before working with big data, there is an important prerequisite: the proposed innovation should align with deeper learning objectives and should incorporate sound learning sciences principles. New curriculum…
ERIC Educational Resources Information Center
Sahin, Sami
2010-01-01
The purpose of this study was to develop a questionnaire to measure student teachers' perception of digital learning objects. The participants included 308 voluntary senior students attending courses in a college of education of a public university in Turkey. The items were extracted to their related factors by the principal axis factoring method.…
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:
The next level of distributed learning: the introduction of the personal digital assistant.
McKenney, Robert R
2004-01-01
Handheld technology has grown in both popularity and capabilities. Studies continue to be done on their impact in numerous fields. At The Ohio State University Medical Center, a handheld program was started in 2001, initially involving third- and fourth-year medical students and residents. The presence of these digital devices presented the opportunity to examine their use in taking traditional materials and delivering them in a personal digital assistant-friendly format. The objective was to offer these materials within an "anytime anywhere" set-up, thereby positively affecting the learning experience while also laying the foundation for other such uses.
ERIC Educational Resources Information Center
Bender, Melinda; Fulwider, Miles; Stemkoski, Michael J.
2008-01-01
This paper encourages the investigation of real world problems by students and faculty and links recommended student competencies with project based learning. In addition to the traditional course objectives, project-based learning (PBL) uses real world problems for classroom instruction and fieldwork to connect students, instructors, and industry…
ERIC Educational Resources Information Center
Stewart-McKoy, Michelle A.
2014-01-01
The purpose of this project was to develop an e-learning profile for a group of media and communication students enrolled in a Jamaican tertiary-level institution in order to make informed decisions most the appropriate [online] learning complement for these students. The objectives sought to determine the e-learning profile of media and…
Konstantinidis, Stathis Th; Wharrad, Heather; Windle, Richard; Bamidis, Panagiotis D
2017-01-01
The knowledge existing in the World Wide Web is exponentially expanding, while continuous advancements in health sciences contribute to the creation of new knowledge. There are a lot of efforts trying to identify how the social connectivity can endorse patients' empowerment, while other studies look at the identification and the quality of online materials. However, emphasis has not been put on the big picture of connecting the existing resources with the patients "new habits" of learning through their own Personal Learning Networks. In this paper we propose a framework for empowering patients' digital health literacy adjusted to patients' currents needs by utilizing the contemporary way of learning through Personal Learning Networks, existing high quality learning resources and semantics technologies for interconnecting knowledge pieces. The framework based on the concept of knowledge maps for health as defined in this paper. Health Digital Literacy needs definitely further enhancement and the use of the proposed concept might lead to useful tools which enable use of understandable health trusted resources tailored to each person needs.
Behrends, Marianne; Kupka, Thomas; Schmeer, Regina; Meyenburg-Altwarg, Iris; Marschollek, Michael
2016-01-01
The goal of the project Witra Care was to investigate how far the use of mobile technology is suitable to collect experience-based knowledge of nurses. Nine new employees and seven experienced nurses received for six weeks a mobile phone or a tablet pc with a mobile application that allowed them to collect learning object as pictures, videos, audio files or notes. In Witra Care the nurses created 303 learning objects. They have found the collecting of learning experiences was helpful for their learning processes. The learning objects demonstrate various aspects of daily routines in nursing. The results of Witra Care show that the documentation of learning experiences with mobile devices helps to gather information about the practical knowledge in the daily work of nurses, identifies individual learning needs of the employees and supports them in their personal learning processes.
A Context-Aware Knowledge Map to Support Ubiquitous Learning Activities for a u-Botanical Museum
ERIC Educational Resources Information Center
Wang, Shu-Lin; Chen, Chia-Chen; Zhang, Zhe George
2015-01-01
Recent developments in mobile and wireless communication technologies have played a vital role in building the u-learning environment that now combines both real-world and digital learning resources. However, learners still require assistance to control real objects and manage the abundance of available materials; otherwise, their mental workload…
Digital implementation of a neural network for imaging
NASA Astrophysics Data System (ADS)
Wood, Richard; McGlashan, Alex; Yatulis, Jay; Mascher, Peter; Bruce, Ian
2012-10-01
This paper outlines the design and testing of a digital imaging system that utilizes an artificial neural network with unsupervised and supervised learning to convert streaming input (real time) image space into parameter space. The primary objective of this work is to investigate the effectiveness of using a neural network to significantly reduce the information density of streaming images so that objects can be readily identified by a limited set of primary parameters and act as an enhanced human machine interface (HMI). Many applications are envisioned including use in biomedical imaging, anomaly detection and as an assistive device for the visually impaired. A digital circuit was designed and tested using a Field Programmable Gate Array (FPGA) and an off the shelf digital camera. Our results indicate that the networks can be readily trained when subject to limited sets of objects such as the alphabet. We can also separate limited object sets with rotational and positional invariance. The results also show that limited visual fields form with only local connectivity.
NASA Astrophysics Data System (ADS)
Tan, Kian Lam; Lim, Chen Kim
2017-10-01
In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO, digital heritage defines as "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie's Castle at Perak. The objectives of this research is two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners.
Mathematics Education ITE Students Examining the Value of Digital Learning Objects
ERIC Educational Resources Information Center
Hawera Ngarewa; Wright, Noeline; Sharma, Sashi
2017-01-01
One issue in mathematics initial teacher education (ITE) is how to best support students to use digital technologies (DTs) to enhance their teaching of mathematics. While most ITE students are probably using DTs on a daily basis for personal use, they are often unfamiliar with using them for educative purposes in New Zealand primary school…
ERIC Educational Resources Information Center
Papastergiou, Marina
2009-01-01
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games
ERIC Educational Resources Information Center
Becker, Katrin
2011-01-01
This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is…
ERIC Educational Resources Information Center
Dormann, Claire; Biddle, Robert
2006-01-01
This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour…
Interviewing Objects: Including Educational Technologies as Qualitative Research Participants
ERIC Educational Resources Information Center
Adams, Catherine A.; Thompson, Terrie Lynn
2011-01-01
This article argues the importance of including significant technologies-in-use as key qualitative research participants when studying today's digitally enhanced learning environments. We gather a set of eight heuristics to assist qualitative researchers in "interviewing" technologies-in-use (or other relevant objects), drawing on concrete…
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…
Busanello, F H; da Silveira, P F; Liedke, G S; Arús, N A; Vizzotto, M B; Silveira, H E D; Silveira, H L D
2015-11-01
Studies have shown that inappropriate therapeutic strategies may be adopted if crown and root changes are misdiagnosed, potentially leading to undesirable consequences. Therefore, the aim of this study was to evaluate a digital learning object, developed to improve skills in diagnosing radiographic dental changes. The object was developed using the Visual Basic Application (VBA) software and evaluated by 62 undergraduate students (male: 24 and female: 38) taking an imaging diagnosis course. Participants were divided in two groups: test group, which used the object and control group, which attended conventional classes. After 3 weeks, students answered a 10-question test and took a practice test to diagnose 20 changes in periapical radiographs. The results show that test group performed better that control group in both tests, with statistically significant difference (P = 0.004 and 0.003, respectively). In overall, female students were better than male students. Specific aspects of object usability were assessed using a structured questionnaire based on the System Usability Scale (SUS), with a score of 90.5 and 81.6 by male and female students, respectively. The results obtained in this study suggest that students who used the DLO performed better than those who used conventional methods. This suggests that the DLO may be a useful teaching tool for dentistry undergraduates, on distance learning courses and as a complementary tool in face-to-face teaching. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Supervised Coursework as a Way of Improving Motivation in the Learning of Digital Electronics
ERIC Educational Resources Information Center
Rengel, R.; Martin, M. J.; Vasallo, B. G.
2012-01-01
This paper presents a series of activities and educational strategies related to the teaching of digital electronics in computer engineering. The main objective of these methodologies was to develop a final tutored coursework to be carried out by the students in small teams. This coursework was conceived as consisting of advanced problems or small…
ERIC Educational Resources Information Center
Dvir, Assaf; Tabach, Michal
2017-01-01
High schools commonly use a differential approach to teach minima and maxima geometric problems. Although calculus serves as a systematic and powerful technique, this rigorous instrument might hinder students' ability to understand the behavior and constraints of the objective function. The proliferation of digital environments allowed us to adopt…
ERIC Educational Resources Information Center
Virtue, Alicia; Dean, Ellen; Matheson, Molly
2014-01-01
More and more of today's scholars conduct their research in a digital realm rather than using a print collection. The University of Arizona Libraries Guide on the Side tutorial software offers an opportunity to apply the principles of active learning with real world research scenarios. This paper reports on the design and introduction of…
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…
Applying machine learning classification techniques to automate sky object cataloguing
NASA Astrophysics Data System (ADS)
Fayyad, Usama M.; Doyle, Richard J.; Weir, W. Nick; Djorgovski, Stanislav
1993-08-01
We describe the application of an Artificial Intelligence machine learning techniques to the development of an automated tool for the reduction of a large scientific data set. The 2nd Mt. Palomar Northern Sky Survey is nearly completed. This survey provides comprehensive coverage of the northern celestial hemisphere in the form of photographic plates. The plates are being transformed into digitized images whose quality will probably not be surpassed in the next ten to twenty years. The images are expected to contain on the order of 107 galaxies and 108 stars. Astronomers wish to determine which of these sky objects belong to various classes of galaxies and stars. Unfortunately, the size of this data set precludes analysis in an exclusively manual fashion. Our approach is to develop a software system which integrates the functions of independently developed techniques for image processing and data classification. Digitized sky images are passed through image processing routines to identify sky objects and to extract a set of features for each object. These routines are used to help select a useful set of attributes for classifying sky objects. Then GID3 (Generalized ID3) and O-B Tree, two inductive learning techniques, learns classification decision trees from examples. These classifiers will then be applied to new data. These developmnent process is highly interactive, with astronomer input playing a vital role. Astronomers refine the feature set used to construct sky object descriptions, and evaluate the performance of the automated classification technique on new data. This paper gives an overview of the machine learning techniques with an emphasis on their general applicability, describes the details of our specific application, and reports the initial encouraging results. The results indicate that our machine learning approach is well-suited to the problem. The primary benefit of the approach is increased data reduction throughput. Another benefit is consistency of classification. The classification rules which are the product of the inductive learning techniques will form an objective, examinable basis for classifying sky objects. A final, not to be underestimated benefit is that astronomers will be freed from the tedium of an intensely visual task to pursue more challenging analysis and interpretation problems based on automatically catalogued data.
An Analysis of a Digital Variant of the Trail Making Test Using Machine Learning Techniques
Dahmen, Jessamyn; Cook, Diane; Fellows, Robert; Schmitter-Edgecombe, Maureen
2017-01-01
BACKGROUND The goal of this work is to develop a digital version of a standard cognitive assessment, the Trail Making Test (TMT), and assess its utility. OBJECTIVE This paper introduces a novel digital version of the TMT and introduces a machine learning based approach to assess its capabilities. METHODS Using digital Trail Making Test (dTMT) data collected from (N=54) older adult participants as feature sets, we use machine learning techniques to analyze the utility of the dTMT and evaluate the insights provided by the digital features. RESULTS Predicted TMT scores correlate well with clinical digital test scores (r=0.98) and paper time to completion scores (r=0.65). Predicted TICS exhibited a small correlation with clinically-derived TICS scores (r=0.12 Part A, r=0.10 Part B). Predicted FAB scores exhibited a small correlation with clinically-derived FAB scores (r=0.13 Part A, r=0.29 for Part B). Digitally-derived features were also used to predict diagnosis (AUC of 0.65). CONCLUSION Our findings indicate that the dTMT is capable of measuring the same aspects of cognition as the paper-based TMT. Furthermore, the dTMT’s additional data may be able to help monitor other cognitive processes not captured by the paper-based TMT alone. PMID:27886019
ERIC Educational Resources Information Center
Pittman, Kim
1997-01-01
Presents an activity with the objective that students apply and integrate what they learn about classification, food webs, and paleontology to the creation of a scientifically sound ecosystem. Students read and discuss literature selections during the unit. (DDR)
ERIC Educational Resources Information Center
Tubaishat, Abdallah; Lansari, Azzedine
2013-01-01
Several researchers define e-portfolios as a digital collection of students' work accomplished throughout their time of studies in an academic program (Buzzetto-More, 2006; Love, McKean and Gathercoal, 2004; Paulson, Paulson, & Meyer, 1991; Siemens, 2004). E-portfolios can be a rich resource for students and faculty. Students learn to identify…
ERIC Educational Resources Information Center
Games, Ivan Alex
2010-01-01
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Galán-Díaz, Carlos; Edwards, Peter; Nelson, John D; van der Wal, René
2015-11-01
Nature conservation organisations increasingly turn to new digital technologies to help deliver conservation objectives. This has led to collaborative forms of working with academia to spearhead digital innovation. Through in-depth interviews with three UK research-council-funded case studies, we show that by working with academics conservation organisations can receive positive and negative impacts, some of which cut across their operations. Positive impacts include new ways of engaging with audiences, improved data workflows, financial benefits, capacity building and the necessary digital infrastructure to help them influence policy. Negative impacts include the time and resources required to learn new skills and sustain new technologies, managing different organisational objectives and shifts in working practices as a result of the new technologies. Most importantly, collaboration with academics was shown to bring the opportunity of a profound change in perspectives on technologies with benefits to the partner organisations and individuals therein.
Trainable Cataloging for Digital Image Libraries with Applications to Volcano Detection
NASA Technical Reports Server (NTRS)
Burl, M. C.; Fayyad, U. M.; Perona, P.; Smyth, P.
1995-01-01
Users of digital image libraries are often not interested in image data per se but in derived products such as catalogs of objects of interest. Converting an image database into a usable catalog is typically carried out manually at present. For many larger image databases the purely manual approach is completely impractical. In this paper we describe the development of a trainable cataloging system: the user indicates the location of the objects of interest for a number of training images and the system learns to detect and catalog these objects in the rest of the database. In particular we describe the application of this system to the cataloging of small volcanoes in radar images of Venus. The volcano problem is of interest because of the scale (30,000 images, order of 1 million detectable volcanoes), technical difficulty (the variability of the volcanoes in appearance) and the scientific importance of the problem. The problem of uncertain or subjective ground truth is of fundamental importance in cataloging problems of this nature and is discussed in some detail. Experimental results are presented which quantify and compare the detection performance of the system relative to human detection performance. The paper concludes by discussing the limitations of the proposed system and the lessons learned of general relevance to the development of digital image libraries.
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…
ERIC Educational Resources Information Center
Grabowski, Barbara
An intelligent videodisc system on which comprehensive instructional development research can be conducted has been developed. This integrated learning system combines all other existing media, except objects, using a videodisc, microcomputer, printer, single monitor, hard disc storage with CPU for random access digitized audio, and headphones.…
ERIC Educational Resources Information Center
Anu, Liljeström; Jorma, Enkenberg; Sinikka, Pöllänen
2014-01-01
This paper presents a case study in which multi-age students (aged 6-12, N?=?32) in small groups made autonomous inquiries about the phenomenon of winter fishing within the framework of design-oriented pedagogy. The research analyzed storytelling videos that the students produced as learning objects. These videos revealed a picture of the…
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…
ERIC Educational Resources Information Center
O'Connor, Eileen A.; McQuigge, Amy
2013-01-01
The use of digital badges for peer-credentialing web-shared work offers the promise of extending classroom learning beyond explicit course objectives and evaluations. This pilot study of peer-awarded badges examines the results of an online graduate course where students voted on and evaluated the web-shared work of their colleagues on different…
Tangible User Interfaces and Contrasting Cases as a Preparation for Future Learning
NASA Astrophysics Data System (ADS)
Schneider, Bertrand; Blikstein, Paulo
2018-04-01
In this paper, we describe an experiment that compared the use of a Tangible User Interface (physical objects augmented with digital information) and a set of Contrasting Cases as a preparation for future learning. We carried out an experiment (N = 40) with a 2 × 2 design: the first factor compared traditional instruction ("Tell & Practice") with a constructivist activity designed using the Preparation for Future Learning framework (PFL). The second factor contrasted state-of-the-art PFL learning activity (i.e., students studying Contrasting Cases) with an interactive tabletop featuring digitally enhanced manipulatives. In agreement with prior work, we found that dyads of students who followed the PFL activity achieved significantly higher learning gains compared to their peers who followed a traditional "Tell & Practice" instruction (large effect size). A similar effect was found in favor of the interactive tabletop compared to the Contrasting Cases (small-to-moderate effect size). We discuss implications for designing socio-constructivist activities using new computer interfaces.
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.
Holmström, Oscar; Linder, Nina; Ngasala, Billy; Mårtensson, Andreas; Linder, Ewert; Lundin, Mikael; Moilanen, Hannu; Suutala, Antti; Diwan, Vinod; Lundin, Johan
2017-01-01
ABSTRACT Background: Microscopy remains the gold standard in the diagnosis of neglected tropical diseases. As resource limited, rural areas often lack laboratory equipment and trained personnel, new diagnostic techniques are needed. Low-cost, point-of-care imaging devices show potential in the diagnosis of these diseases. Novel, digital image analysis algorithms can be utilized to automate sample analysis. Objective: Evaluation of the imaging performance of a miniature digital microscopy scanner for the diagnosis of soil-transmitted helminths and Schistosoma haematobium, and training of a deep learning-based image analysis algorithm for automated detection of soil-transmitted helminths in the captured images. Methods: A total of 13 iodine-stained stool samples containing Ascaris lumbricoides, Trichuris trichiura and hookworm eggs and 4 urine samples containing Schistosoma haematobium were digitized using a reference whole slide-scanner and the mobile microscopy scanner. Parasites in the images were identified by visual examination and by analysis with a deep learning-based image analysis algorithm in the stool samples. Results were compared between the digital and visual analysis of the images showing helminth eggs. Results: Parasite identification by visual analysis of digital slides captured with the mobile microscope was feasible for all analyzed parasites. Although the spatial resolution of the reference slide-scanner is higher, the resolution of the mobile microscope is sufficient for reliable identification and classification of all parasites studied. Digital image analysis of stool sample images captured with the mobile microscope showed high sensitivity for detection of all helminths studied (range of sensitivity = 83.3–100%) in the test set (n = 217) of manually labeled helminth eggs. Conclusions: In this proof-of-concept study, the imaging performance of a mobile, digital microscope was sufficient for visual detection of soil-transmitted helminths and Schistosoma haematobium. Furthermore, we show that deep learning-based image analysis can be utilized for the automated detection and classification of helminths in the captured images. PMID:28838305
NASA Astrophysics Data System (ADS)
Hess, M.; Garside, D.; Nelson, T.; Robson, S.; Weyrich, T.
2017-08-01
As cultural sector practice becomes increasingly dependent on digital technologies for the production, display, and dissemination of art and material heritage, it is important that those working in the sector understand the basic scientific principles underpinning these technologies and the social, political and economic implications of exploiting them. The understanding of issues in cultural heritage preservation and digital heritage begins in the education of the future stakeholders and the innovative integration of technologies into the curriculum. This paper gives an example of digital technology skills embedded into a module in the interdisciplinary UCL Bachelor of Arts and Sciences, named "Technologies in Arts and Cultural Heritage", at University College London.
Survey of student attitudes towards digital simulation technologies at a dental school in China.
Ren, Q; Wang, Y; Zheng, Q; Ye, L; Zhou, X D; Zhang, L L
2017-08-01
Digital simulation technologies have become widespread in healthcare education, especially in dentistry; these technologies include digital X-ray images, digital microscopes, virtual pathology slides and other types of simulation. This study aimed to assess students' attitudes towards digital simulation technologies at a large, top-ranked dental school in China, as well as find out how students compare the digital technologies with traditional training methods. In April 2015, a custom-designed questionnaire was distributed to a total of 389 students who had received digital technology and simulation-based training in West China Dental School during 2012-2014. Results of a cross-sectional survey show that most students accept digital simulation technology; they report that the technology is stimulating and facilitates self-directed and self-paced learning. These findings, together with the objective advantages of digital technology, suggest that digital simulation training offers significant potential for dental education, highlighting the need for further research and more widespread implementation. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Bridging storytelling traditions with digital technology
Cueva, Melany; Kuhnley, Regina; Revels, Laura J.; Cueva, Katie; Dignan, Mark; Lanier, Anne P.
2013-01-01
Objective The purpose of this project was to learn how Community Health Workers (CHWs) in Alaska perceived digital storytelling as a component of the “Path to Understanding Cancer” curriculum and as a culturally respectful tool for sharing cancer-related health messages. Design A pre-course written application, end-of-course written evaluation, and internet survey informed this project. Methods Digital storytelling was included in seven 5-day cancer education courses (May 2009–2012) in which 67 CHWs each created a personal 2–3 minute cancer-related digital story. Participant-chosen digital story topics included tobacco cessation, the importance of recommended cancer screening exams, cancer survivorship, loss, grief and end-of-life comfort care, and self-care as patient care providers. All participants completed an end-of-course written evaluation. In July 2012, contact information was available for 48 participants, of whom 24 completed an internet survey. Results All 67 participants successfully completed a digital story which they shared and discussed with course members. On the written post-course evaluation, all participants reported that combining digital storytelling with cancer education supported their learning and was a culturally respectful way to provide health messages. Additionally, 62 of 67 CHWs reported that the course increased their confidence to share cancer information with their communities. Up to 3 years post-course, all 24 CHW survey respondents reported they had shown their digital story. Of note, 23 of 24 CHWs also reported change in their own behavior as a result of the experience. Conclusions All CHWs, regardless of computer skills, successfully created a digital story as part of the cancer education course. CHWs reported that digital stories enhanced their learning and were a culturally respectful way to share cancer-related information. Digital storytelling gave the power of the media into the hands of CHWs to increase their cancer knowledge, facilitate patient and community cancer conversations, and promote cancer awareness and wellness. PMID:23984267
Use of personal digital assistants in diagnostic radiology resident education.
Nishino, Mizuki; Busch, James M; Wei, Jesse; Barbaras, Larry; Yam, Chun-Shan; Hatabu, Hiroto
2004-10-01
Personal digital assistants (PDAs) are gaining widespread use in the medical community. We introduced a PDA-based mobile system that provides departmental and educational information with a seamless connection to the intranet. The objective of this study is to determine the impact a PDA has on educational resources (learning or data reference) brought to work and used at home by a radiology resident based on user surveys. Survey was performed on 32 radiology residents in our department before and 6 months after the release of the PDA-based system. We assessed the changes in (1) sources of learning at home and at work, and in (2) data reference. The second survey also evaluated the usefulness of each component of the system. After the release of the PDA-based mobile system, the use of "digital books and references" as data references and educational resources that were brought to work every day significantly increased (P = .016, P < .0001, respectively). "Traditional books and references" remained the "most useful source in learning radiology"; however, "digital books and references" increased as the residents' first choice from 0% to 16% within 6 months of introducing the package (P = .125). The introduction of a PDA-based system consisting of educational and departmental information had a statistically significant impact in increasing the use of digitized information in radiology resident education.
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…
End-to-end learning for digital hologram reconstruction
NASA Astrophysics Data System (ADS)
Xu, Zhimin; Zuo, Si; Lam, Edmund Y.
2018-02-01
Digital holography is a well-known method to perform three-dimensional imaging by recording the light wavefront information originating from the object. Not only the intensity, but also the phase distribution of the wavefront can then be computed from the recorded hologram in the numerical reconstruction process. However, the reconstructions via the traditional methods suffer from various artifacts caused by twin-image, zero-order term, and noise from image sensors. Here we demonstrate that an end-to-end deep neural network (DNN) can learn to perform both intensity and phase recovery directly from an intensity-only hologram. We experimentally show that the artifacts can be effectively suppressed. Meanwhile, our network doesn't need any preprocessing for initialization, and is comparably fast to train and test, in comparison with the recently published learning-based method. In addition, we validate that the performance improvement can be achieved by introducing a prior on sparsity.
Digital Literacy: A Prerequisite for Effective Learning in a Blended Learning Environment?
ERIC Educational Resources Information Center
Tang, Chun Meng; Chaw, Lee Yen
2016-01-01
Blended learning has propelled into mainstream education in recent years with the help of digital technology. Commonly available digital devices and the Internet have made access to learning resources such as learning management systems, online libraries, digital media, etc. convenient and flexible for both lecturers and students. Beyond the…
[Digital learning and teaching in medical education : Already there or still at the beginning?
Kuhn, Sebastian; Frankenhauser, Susanne; Tolks, Daniel
2018-02-01
The current choice of digital teaching and learning formats in medicine is very heterogeneous. In addition to the widely used classical static formats, social communication tools, audio/video-based media, interactive formats, and electronic testing systems enrich the learning environment.For medical students, the private use of digital media is not necessarily linked to their meaningful use in the study. Many gain their experience of digital learning in the sense of "assessment drives learning", especially by taking online exams in a passive, consuming role. About half of all medical students can be referred to as "e-examinees" whose handling of digital learning is primarily focused on online exam preparation. Essentially, they do not actively influence their digital environment. Only a quarter can be identified as a "digital all-rounder", who compiles their individual learning portfolio from the broad range of digital media.At present, the use of digital media is not yet an integral and comprehensive component of the teaching framework of medical studies in Germany, but is rather used in the sense of a punctual teaching enrichment. Current trends in digital teaching and learning offerings are mobile, interactive, and personalized platforms as well as increasing the relevance of learning platforms. Furthermore, didactical concepts targeting the changed learning habits of the students are more successful regarding the acceptance and learning outcomes. In addition, digitalization is currently gaining importance as a component in the medical school curricula.
Serrano-Gotarredona, Rafael; Oster, Matthias; Lichtsteiner, Patrick; Linares-Barranco, Alejandro; Paz-Vicente, Rafael; Gomez-Rodriguez, Francisco; Camunas-Mesa, Luis; Berner, Raphael; Rivas-Perez, Manuel; Delbruck, Tobi; Liu, Shih-Chii; Douglas, Rodney; Hafliger, Philipp; Jimenez-Moreno, Gabriel; Civit Ballcels, Anton; Serrano-Gotarredona, Teresa; Acosta-Jimenez, Antonio J; Linares-Barranco, Bernabé
2009-09-01
This paper describes CAVIAR, a massively parallel hardware implementation of a spike-based sensing-processing-learning-actuating system inspired by the physiology of the nervous system. CAVIAR uses the asychronous address-event representation (AER) communication framework and was developed in the context of a European Union funded project. It has four custom mixed-signal AER chips, five custom digital AER interface components, 45k neurons (spiking cells), up to 5M synapses, performs 12G synaptic operations per second, and achieves millisecond object recognition and tracking latencies.
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…
Conceptual Model Learning Objects and Design Recommendations for Small Screens
ERIC Educational Resources Information Center
Churchill, Daniel
2011-01-01
This article presents recommendations for the design of conceptual models for applications via handheld devices such as personal digital assistants and some mobile phones. The recommendations were developed over a number of years through experience that involves design of conceptual models, and applications of these multimedia representations with…
ERIC Educational Resources Information Center
Thomas, David A.; Li, Qing
2008-01-01
The World Wide Web is evolving in response to users who demand faster and more efficient access to information, portability, and reusability of digital objects between Web-based and computer-based applications and powerful communication, publication, collaboration, and teaching and learning tools. This article reviews current uses of Web-based…
Construction of a Digital Learning Environment Based on Cloud Computing
ERIC Educational Resources Information Center
Ding, Jihong; Xiong, Caiping; Liu, Huazhong
2015-01-01
Constructing the digital learning environment for ubiquitous learning and asynchronous distributed learning has opened up immense amounts of concrete research. However, current digital learning environments do not fully fulfill the expectations on supporting interactive group learning, shared understanding and social construction of knowledge.…
ERIC Educational Resources Information Center
Justice, Sean
2016-01-01
"Learning to Teach in the Digital Age" tells the story of a group of K-12 teachers as they began to connect with digital making and learning pedagogies. Guiding questions at the heart of this qualitative case study asked how teaching practices engaged with and responded to the maker movement and digital making and learning tools and…
Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers
ERIC Educational Resources Information Center
Gracious, F. L. Antony; Shyla, F. L. Jasmine Anne
2012-01-01
The present study Multiple Intelligence and Digital Learning Awareness of prospective B.Ed teachers was probed to find the relationship between Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers. Data for the study were collected using self made Multiple Intelligence Inventory and Digital Learning Awareness Scale.…
Huen, Jenny MY; Lai, Eliza SY; Shum, Angie KY; So, Sam WK; Chan, Melissa KY; Wong, Paul WC; Law, YW
2016-01-01
Background Digital game-based learning (DGBL) makes use of the entertaining power of digital games for educational purposes. Effectiveness assessment of DGBL programs has been underexplored and no attempt has been made to simultaneously model both important components of DGBL: learning attainment (ie, educational purposes of DGBL) and engagement of users (ie, entertaining power of DGBL) in evaluating program effectiveness. Objective This study aimed to describe and evaluate an Internet-based DGBL program, Professor Gooley and the Flame of Mind, which promotes mental health to adolescents in a positive youth development approach. In particular, we investigated whether user engagement in the DGBL program could enhance their attainment on each of the learning constructs per DGBL module and subsequently enhance their mental health as measured by psychological well-being. Methods Users were assessed on their attainment on each learning construct, psychological well-being, and engagement in each of the modules. One structural equation model was constructed for each DGBL module to model the effect of users' engagement and attainment on the learning construct on their psychological well-being. Results Of the 498 secondary school students that registered and participated from the first module of the DGBL program, 192 completed all 8 modules of the program. Results from structural equation modeling suggested that a higher extent of engagement in the program activities facilitated users’ attainment on the learning constructs on most of the modules and in turn enhanced their psychological well-being after controlling for users’ initial psychological well-being and initial attainment on the constructs. Conclusions This study provided evidence that Internet intervention for mental health, implemented with the technologies and digital innovations of DGBL, could enhance youth mental health. Structural equation modeling is a promising approach in evaluating the effectiveness of DGBL programs. PMID:27717921
Spallek, Heiko; von Bergmann, HsingChi
2014-12-01
This Point/Counterpoint article discusses the pros and cons of deploying one aspect of instructional technology in dental education: the use of laptops in the classroom. Two opposing viewpoints, written by different authors, evaluate the arguments. Viewpoint 1 argues that laptops in classrooms can be a catalyst for rapid curricular advancement and prepare dental graduates for the digital age of dentistry. As dental education is not limited to textual information, but includes skill development in spatial relationships and hands-on training, technology can play a transformative role in students' learning. Carefully implemented instructional technology can enhance student motivation when it transforms students from being the objects of teaching to the subjects of learning. Ubiquitous access to educational material allows for just-in-time learning and can overcome organizational barriers when, for instance, introducing interprofessional education. Viewpoint 2 argues that, in spite of widespread agreement that instructional technology leads to curricular innovation, the notion of the use of laptops in classrooms needs to be deconstructed and rethought when effective learning outcomes are sought. Analyzing the purpose, pedagogy, and learning product while applying lessons learned from K-12 implementation leads to a more complex picture of laptop integration in dental classrooms and forms the basis for questioning the value of such usage. For laptop use to contribute to student learning, rather than simply providing opportunity for students to take notes and access the Internet during class, this viewpoint emphasizes that dental educators need to think carefully about the purpose of this technology and to develop appropriate pedagogical strategies to achieve their objectives. The two viewpoints agree that significant faculty development efforts should precede any introduction of technology into the educational process and that technology alone cannot change education. While the first viewpoint emphasizes the pivotal role of technology in bringing dental education into the contemporary digital world, the second viewpoint focuses on challenges surrounding laptop usage in the classroom including the alignment of instructional methods with learning objectives.
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.
ERIC Educational Resources Information Center
Buckley-Marudas, Mary Frances
2016-01-01
Understanding what happens when teachers embrace digital media for literacy learning is critical to realizing the potential of learning in the digital era. This article examines some of the ways that a high school teacher and his students leverage digital technologies for literacy learning in their humanities classrooms. The author introduces the…
ERIC Educational Resources Information Center
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…
ERIC Educational Resources Information Center
Laster, Barbara; Blummer, Barbara; Kenton, Jeffrey M.
2010-01-01
Tutorials and digital learning objects provide librarians a quick, concise mechanism for delivering information and training on a wide range of library topics. The semiotic theory promoted by Charles Sanders Peirce (Wiener, 1958) and Howard Smith (2005) contains implications for enhancing the effectiveness of library tutorials through the…
Using Concept Mapping to Improve Poor Readers' Understanding of Expository Text
ERIC Educational Resources Information Center
Morfidi, Eleni; Mikropoulos, Anastasios; Rogdaki, Aspasia
2018-01-01
The present study examined whether the use of concept mapping is more effective in teaching expository material in comparison to a traditional, lecture only, approach. Its objective was threefold. First, to determine if multimedia concept mapping produces differential learning outcomes compared to digital text-based concept mapping. Secondly, to…
Students' Framing of a Reading Annotation Tool in the Context of Research-Based Teaching
ERIC Educational Resources Information Center
Dahl, Jan Erik
2016-01-01
In the studied master's course, students participated both as research objects in a digital annotation experiment and as critical investigators of this technology in their semester projects. The students' role paralleled the researcher's role, opening an opportunity for researcher-student co-learning within what is often referred to as…
Interactive Media to Support Language Acquisition for Deaf Students
ERIC Educational Resources Information Center
Parton, Becky Sue; Hancock, Robert; Crain-Dorough, Mindy; Oescher, Jeff
2009-01-01
Tangible computing combines digital feedback with physical interactions - an important link for young children. Through the use of Radio Frequency Identification (RFID) technology, a real-world object (i.e. a chair) or a symbolic toy (i.e. a stuffed bear) can be tagged so that students can activate multimedia learning modules automatically. The…
Understanding the Conics through Augmented Reality
ERIC Educational Resources Information Center
Salinas, Patricia; Pulido, Ricardo
2017-01-01
This paper discusses the production of a digital environment to foster the learning of conics through augmented reality. The name conic refers to curves obtained by the intersection of a plane with a right circular conical surface. The environment gives students the opportunity to interact with the cone and the plane as virtual objects in real…
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.
Solberg, Brooke L
2012-01-01
Recent advances in technology have brought forth an intriguing new tool for teaching hematopoietic cellular identification skills: the digital slide. Although digitized slides offer a number of appealing options for educators, little research has been done to examine how their utilization would impact learning outcomes. To fill that void, this study was designed to examine student performance, skill retention and transferability, and self-efficacy beliefs amongst undergraduate MLS students learning cellular morphology with digital versus traditional slides. Results showed that students learning with digital slides performed better on assessments containing only traditional slide specimens than students learning with traditional slides, both immediately following the learning activity and after a considerable duration of time. Students learning with digital slides also reported slightly higher levels of self-efficacy related to cellular identification. The findings of this study suggest that students learning cellular identification skills with digital slides are able to transfer that skill directly to traditional slides, and that their ability to identify cells is not negatively affected in present or future settings.
Medical student use of digital learning resources.
Scott, Karen; Morris, Anne; Marais, Ben
2018-02-01
University students expect to use technology as part of their studies, yet health professional teachers can struggle with the change in student learning habits fuelled by technology. Our research aimed to document the learning habits of contemporary medical students during a clinical rotation by exploring the use of locally and externally developed digital and print self-directed learning resources, and study groups. We investigated the learning habits of final-stage medical students during their clinical paediatric rotation using mixed methods, involving learning analytics and a student questionnaire. Learning analytics tracked aggregate student usage statistics of locally produced e-learning resources on two learning management systems and mobile learning resources. The questionnaire recorded student-reported use of digital and print learning resources and study groups. The students made extensive use of digital self-directed learning resources, especially in the 2 weeks before the examination, which peaked the day before the written examination. All students used locally produced digital formative assessment, and most (74/98; 76%) also used digital resources developed by other institutions. Most reported finding locally produced e-learning resources beneficial for learning. In terms of traditional forms of self-directed learning, one-third (28/94; 30%) indicated that they never read the course textbook, and few students used face-to-face 39/98 (40%) or online 6/98 (6%) study groups. Learning analytics and student questionnaire data confirmed the extensive use of digital resources for self-directed learning. Through clarification of learning habits and experiences, we think teachers can help students to optimise effective learning strategies; however, the impact of contemporary learning habits on learning efficacy requires further evaluation. Health professional teachers can struggle with the change in student learning habits fuelled by technology. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.
Exploring the story, science, and adventure of small worlds
NASA Astrophysics Data System (ADS)
Swann, J. L.; Elkins-Tanton, L. T.; Anbar, A. D.; Klug Boonstra, S.; Tamer, A. J.; Mead, C.; Hunsley, D.
2017-12-01
Small worlds are a strategic focus at NASA, reflected by missions such as Osiris Rex and Psyche among others. The Infiniscope project, with funding from NASA SMD, is building on this scientific and public interest to teach formal and informal learners about asteroids and other small worlds. The digital learning experience, "Where are the small worlds?", and future Infiniscope experiences, incorporate a design theory that we describe as "education through exploration" (ETX) which is provided through an adaptive e-learning platform. This design ensures that learners actively engage in exploration and discovery, while receiving targeted feedback to push through challenges. To ensure that this and future experiences reach and meet the needs of as many educators as possible, Infiniscope includes a digital teaching network to host the experiences and support the reuse and adaptation of digital resources in new lessons. "Where are the small worlds?" puts learners in an interactive simulation of the solar system and provides a mission structure in which they hunt for "astrocaches" on near earth objects, main belt asteroids, and Kuiper-belt objects. These activities allow the learner to discover the locations of the small worlds in the solar system and develop an intuitive understanding for the relative motion of objects at various distances from the Sun. The experience is NGSS-aligned and accompanied by a lesson plan for integration into the classroom. In testing with more than 500 middle-school students, 83% of participants said they wanted to do more experiences like "Where are the small worlds?" They also found the experience both "fun" and "interesting" while being moderately difficult. "Where are the small worlds?" is one of many visualizations and lessons that is available within the Infiniscope teaching network. The network already has hundreds of members and is expected to grow in both numbers and engagement over time. Currently, educators can search and use pre-existing experiences, but as the visualization library expands and educators learn more about exploration-learning design, they may modify existing experiences and even build entirely new experiences to meet specific needs. In parallel, we are also developing a professional development program that builds understanding of the principles of ETX design.
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…
Li, Tse Yan; Wong, Kin; Tse, Christine Shuk Kwan; Chan, Ying Yee
2015-01-01
Background Various digital learning objects (DLOs) are available via the World Wide Web, showing the flow of clinical procedures. It is unclear to what extent these freely accessible Internet DLOs facilitate or hamper students’ acquisition of clinical competence. Objective This study aimed to understand the experience of undergraduate students across clinical disciplines—medicine, dentistry, and nursing—in using openly accessible Internet DLOs, and to investigate the role of Internet DLOs in facilitating their clinical learning. Methods Mid-year and final-year groups were selected from each undergraduate clinical degree program of the University of Hong Kong—Bachelor of Medicine and Bachelor of Surgery (MBBS), Bachelor of Dental Surgery (BDS), and Bachelor of Nursing (BNurs). All students were invited to complete a questionnaire on their personal and educational backgrounds, and their experiences and views on using Internet DLOs in learning clinical procedures. The questionnaire design was informed by the findings of six focus groups. Results Among 439 respondents, 97.5% (428/439) learned a variety of clinical procedures through Internet DLOs. Most nursing students (107/122, 87.7%) learned preventive measures through Internet DLOs, with a lower percentage of medical students (99/215, 46.0%) and dental students (43/96, 45%) having learned them this way (both P<.001). Three-quarters (341/439, 77.7%) of students accessed DLOs through public search engines, whereas 93.2% (409/439) accessed them by watching YouTube videos. Students often shared DLOs with classmates (277/435, 63.7%), but rarely discussed them with teachers (54/436, 12.4%). The accuracy, usefulness, and importance of Internet DLOs were rated as 6.85 (SD 1.48), 7.27 (SD 1.53), and 7.13 (SD 1.72), respectively, out of a high score of 10. Conclusions Self-exploration of DLOs in the unrestricted Internet environment is extremely common among current e-generation learners and was regarded by students across clinical faculties as an important supplement to their formal learning in the planned curriculum. This trend calls for a transformation of the educator’s role from dispensing knowledge to guidance and support. PMID:27731303
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…
NASA Astrophysics Data System (ADS)
Ernawati, D.; Ikhsan, J.
2017-02-01
The development of 3D technology provides more advantages in education sectors. In chemistry, the 3D technology makes chemistry objects look more tangible. This research developed a monograph titled “Augmented Chemistry: Hydrocarbon” as learning enrichment materials. The development model consisted of 5 steps, which were the adaptation of the ADDIE model. The 3D objects of chemistry were built using the computer applications of Chem Sketch, and Google Sketch Up with AR Plugin. The 3D objects were displayed by relevant markers on the texts of the monograph from which the visualizations of the 3D objects appeared when they were captured by digital camera of laptop or smartphone, and were possibly viewed with free-rotation. Not only were 3D chemistry objects included in the monograph, but also graphics, videos, audios, and animations, which facilitated more fun learning for readers of the monograph. After the reviews by the experts of subject matter, of media, of instruction, and by peers, the monograph was revised, and then rated by chemistry teachers. The analysis of the data showed that the monograph titled “Augmented Chemistry: Hydrocarbon” was in the criteria of very good for the enrichment materials of Chemistry learning.
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…
Information and communication technologies in tomorrow's digital classroom
NASA Astrophysics Data System (ADS)
Bogoeva, Asya
2014-05-01
Education has to respond to the new challenges and opportunities offered by the 21-th Century as well as to the main trend in the world community development related to a creation of Knowledge Society. Implementation of ICT at school is a priority of the Global education and helps to develop the four pillars of learning - learning to know, learning to do, learning to be and learning to live together. Digital competence of the students is also a part of the European Union key competences. The essential elements in geographical study are: spatial analysis, with an emphasis on location; ecological analysis, with an emphasis on people-environment relationships; and regional analysis, with an emphasis on areal differentiation. Modern geography is best characterized as the study of distributions and relationships among different natural and social patterns of distributions. Viewing the world from a spatial perspective and employing a holistic approach are important characteristics of contemporary and future Geography learning. Using innovative methods for presenting the global aspects of distribution patterns and their changes is a priority of teaching geosciences at our school. The use of geo-media in classroom helps learners develop their ICT competences. Geolocalised information is used everywhere in society and it is therefore essential for students to learn how to use different forms of geographic media Geo-media is now being used in scientific researches and reasoning. One of the geo-media tools that I use in my classes is Google Earth for presenting different geographic processes and phenomena like visualization of current global weather conditions, global warming, deforestation areas, earthquake areas, etc. Using Geographic Information systems for presenting and studying geographical processes is also one way to identify, analyze, and understand the locations. Our school is a part of digital-earth.eu network which is under development now. The European Centers of Excellence at national level promote innovative approaches of teaching and learning environments including the active use of geo-media and GIS is started to develop. The main objectives of the Bulgarian Center of Excellence are to create in collaboration with teachers and ESRI organization learning materials for school education. Students learn how to use ArcGIS in order to create their own interactive maps related to the Bulgarian geography education. They have already used ArcGIS software to study and analyze changes in the Bulgarian geographical location, boundaries and border controls, as well as Pan European transport corridors and define positive and negative aspects of crossroad location of Bulgaria. There is also available software about the Bulgarian water resources as well as about the Bulgarian population and its demographic characteristics. During the classes students create their own map according to given tasks, analyze maps elicit certain information for decision making and in that way they develop their spatial thinking skills. Interdisciplinary approach in teaching geosciences at comprehensive school by using ICT is another innovative method that can be used in the classroom. Chemistry and geography as geosciences have common objects of investigation - minerals, rocks and ores as raw materials for industry. Subject objectives for both disciplines can be achieved in a binary lesson. Students make their own preliminary web-based investigation and in the classroom they discuss characteristics of a certain metallic ores, their global distribution and local deposits, their significance for economic development and environmental issues related to their extraction. Implementation of ICT in tomorrow's digital classroom will help students to understand the complexity of the world around us, show them different examples of our changing planet and develop their spatial thinking knowledge.
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…
Deep Learning Nuclei Detection in Digitized Histology Images by Superpixels.
Sornapudi, Sudhir; Stanley, Ronald Joe; Stoecker, William V; Almubarak, Haidar; Long, Rodney; Antani, Sameer; Thoma, George; Zuna, Rosemary; Frazier, Shelliane R
2018-01-01
Advances in image analysis and computational techniques have facilitated automatic detection of critical features in histopathology images. Detection of nuclei is critical for squamous epithelium cervical intraepithelial neoplasia (CIN) classification into normal, CIN1, CIN2, and CIN3 grades. In this study, a deep learning (DL)-based nuclei segmentation approach is investigated based on gathering localized information through the generation of superpixels using a simple linear iterative clustering algorithm and training with a convolutional neural network. The proposed approach was evaluated on a dataset of 133 digitized histology images and achieved an overall nuclei detection (object-based) accuracy of 95.97%, with demonstrated improvement over imaging-based and clustering-based benchmark techniques. The proposed DL-based nuclei segmentation Method with superpixel analysis has shown improved segmentation results in comparison to state-of-the-art methods.
A survey on deep learning in medical image analysis.
Litjens, Geert; Kooi, Thijs; Bejnordi, Babak Ehteshami; Setio, Arnaud Arindra Adiyoso; Ciompi, Francesco; Ghafoorian, Mohsen; van der Laak, Jeroen A W M; van Ginneken, Bram; Sánchez, Clara I
2017-12-01
Deep learning algorithms, in particular convolutional networks, have rapidly become a methodology of choice for analyzing medical images. This paper reviews the major deep learning concepts pertinent to medical image analysis and summarizes over 300 contributions to the field, most of which appeared in the last year. We survey the use of deep learning for image classification, object detection, segmentation, registration, and other tasks. Concise overviews are provided of studies per application area: neuro, retinal, pulmonary, digital pathology, breast, cardiac, abdominal, musculoskeletal. We end with a summary of the current state-of-the-art, a critical discussion of open challenges and directions for future research. Copyright © 2017 Elsevier B.V. All rights reserved.
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…
A Neuromorphic Architecture for Object Recognition and Motion Anticipation Using Burst-STDP
Balduzzi, David; Tononi, Giulio
2012-01-01
In this work we investigate the possibilities offered by a minimal framework of artificial spiking neurons to be deployed in silico. Here we introduce a hierarchical network architecture of spiking neurons which learns to recognize moving objects in a visual environment and determine the correct motor output for each object. These tasks are learned through both supervised and unsupervised spike timing dependent plasticity (STDP). STDP is responsible for the strengthening (or weakening) of synapses in relation to pre- and post-synaptic spike times and has been described as a Hebbian paradigm taking place both in vitro and in vivo. We utilize a variation of STDP learning, called burst-STDP, which is based on the notion that, since spikes are expensive in terms of energy consumption, then strong bursting activity carries more information than single (sparse) spikes. Furthermore, this learning algorithm takes advantage of homeostatic renormalization, which has been hypothesized to promote memory consolidation during NREM sleep. Using this learning rule, we design a spiking neural network architecture capable of object recognition, motion detection, attention towards important objects, and motor control outputs. We demonstrate the abilities of our design in a simple environment with distractor objects, multiple objects moving concurrently, and in the presence of noise. Most importantly, we show how this neural network is capable of performing these tasks using a simple leaky-integrate-and-fire (LIF) neuron model with binary synapses, making it fully compatible with state-of-the-art digital neuromorphic hardware designs. As such, the building blocks and learning rules presented in this paper appear promising for scalable fully neuromorphic systems to be implemented in hardware chips. PMID:22615855
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,…
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…
Liu, Z; Sun, J; Smith, M; Smith, L; Warr, R
2013-11-01
Computer-assisted diagnosis (CAD) of malignant melanoma (MM) has been advocated to help clinicians to achieve a more objective and reliable assessment. However, conventional CAD systems examine only the features extracted from digital photographs of lesions. Failure to incorporate patients' personal information constrains the applicability in clinical settings. To develop a new CAD system to improve the performance of automatic diagnosis of melanoma, which, for the first time, incorporates digital features of lesions with important patient metadata into a learning process. Thirty-two features were extracted from digital photographs to characterize skin lesions. Patients' personal information, such as age, gender and, lesion site, and their combinations, was quantified as metadata. The integration of digital features and metadata was realized through an extended Laplacian eigenmap, a dimensionality-reduction method grouping lesions with similar digital features and metadata into the same classes. The diagnosis reached 82.1% sensitivity and 86.1% specificity when only multidimensional digital features were used, but improved to 95.2% sensitivity and 91.0% specificity after metadata were incorporated appropriately. The proposed system achieves a level of sensitivity comparable with experienced dermatologists aided by conventional dermoscopes. This demonstrates the potential of our method for assisting clinicians in diagnosing melanoma, and the benefit it could provide to patients and hospitals by greatly reducing unnecessary excisions of benign naevi. This paper proposes an enhanced CAD system incorporating clinical metadata into the learning process for automatic classification of melanoma. Results demonstrate that the additional metadata and the mechanism to incorporate them are useful for improving CAD of melanoma. © 2013 British Association of Dermatologists.
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…
Launching Discovery through a Digital Library Portal: SIOExplorer
NASA Astrophysics Data System (ADS)
Miller, S. P.; Staudigel, H.; Johnson, C.; McSherry, K.; Clark, D.; Peckman, U.; Helly, J.; Sutton, D.; Chase, A.; Schottlaender, B. E.; Day, D.; Helly, M.
2003-12-01
The launching of an oceanographic expedition has its own brand of excitement, with the sound of the main engines firing up, and the lifting of the gangway in a foreign port, as the team of scientists and crew sets out for a month at sea with only the resources they have aboard. Although this adventure is broadly appealing, very few have the privilege of actually joining an expedition. With the "SIOExplorer" family of projects we are now beginning to open this experience across cyberspace to a wide range of students and teachers. What began two years ago as an effort to stabilize the Scripps Institution of Oceanography (SIO) data archives from more than 700 cruises going back 50 years, has now become an operational component of the National Science Digital Library (NSDL; www.nsdl.org), complete with thousands of historic photographs, full text documents and 3D visualization experiences. Our initial emphasis has been on marine geology and geophysics, in particular multibeam seafloor mapping, including 2 terabytes of digital objects. The IT architecture implemented at the San Diego Supercomputer Center (SDSC) streamlines the integration of additional projects in other disciplines with a suite of metadata management and collection building tools for "arbitrary digital objects." The "CruiseViewer" Java application is the primary portal to the digital library, providing a graphical user and display interface, the interface with the metadata database, and the interface with the SDSC "Storage Resource Broker" for long-term bulk distributed data storage management. It presents the user with a view of the available objects, overlaid on a global topography map. Geospatial objects can be selected interactively, and searches can be constrained by keywords. Metadata can be browsed and objects can be viewed onscreen or downloaded for further analysis, with automatic proprietary-hold request management. These efforts will be put to the test with national teacher workshops in the next two summers. Teachers, in collaboration with SIO-graduate students, will prepare and field-test learning-experience modules that explore concepts from plate tectonics theory for classroom and web use. Students will design their own personal voyages of discovery through our digital archives, promoting inquiry-based learning tailored to each individual. Future education and outreach efforts will include 1) developing a global registry of seafloor research or education projects (academic, industry, government), allowing at least a URL and a contact for further information 2) adding new collections, including dredged rocks and cores, 3) interoperating with other international data collections, 4) interacting with education and outreach projects such as the California Center for Ocean Science Education Excellence (COSEE), 5) continued testing of a real-time stand-alone digital library on a laptop shipboard acquisition system, 6) enhanced use of real-time Real-time Observatories, Applications, and Data management Network (ROADnet) satellite links to SIO vessels, and 7) continued construction of a series of museum exhibits based on digital terrain models. Now that SIOExplorer has become operational, we look forward to collaborating with other institutions for data and technology exchange, as well as for education and outreach opportunities. Support is provided by NSF NSDL, ITR and OCE programs, as well as by UCSD funds.
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 Family History Data Mining with Neural Networks: A Pilot Study.
Hoyt, Robert; Linnville, Steven; Thaler, Stephen; Moore, Jeffrey
2016-01-01
Following the passage of the Health Information Technology for Economic and Clinical Health (HITECH) Act of 2009, electronic health records were widely adopted by eligible physicians and hospitals in the United States. Stage 2 meaningful use menu objectives include a digital family history but no stipulation as to how that information should be used. A variety of data mining techniques now exist for these data, which include artificial neural networks (ANNs) for supervised or unsupervised machine learning. In this pilot study, we applied an ANN-based simulation to a previously reported digital family history to mine the database for trends. A graphical user interface was created to display the input of multiple conditions in the parents and output as the likelihood of diabetes, hypertension, and coronary artery disease in male and female offspring. The results of this pilot study show promise in using ANNs to data mine digital family histories for clinical and research purposes.
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…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kemp, B.
2016-06-15
Digital radiography, CT, PET, and MR are complicated imaging modalities which are composed of many hardware and software components. These components work together in a highly coordinated chain of events with the intent to produce high quality images. Acquisition, processing and reconstruction of data must occur in a precise way for optimum image quality to be achieved. Any error or unexpected event in the entire process can produce unwanted pixel intensities in the final images which may contribute to visible image artifacts. The diagnostic imaging physicist is uniquely qualified to investigate and contribute to resolution of image artifacts. This coursemore » will teach the participant to identify common artifacts found clinically in digital radiography, CT, PET, and MR, to determine the causes of artifacts, and to make recommendations for how to resolve artifacts. Learning Objectives: Identify common artifacts found clinically in digital radiography, CT, PET and MR. Determine causes of various clinical artifacts from digital radiography, CT, PET and MR. Describe how to resolve various clinical artifacts from digital radiography, CT, PET and MR.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kofler, J.
2016-06-15
Digital radiography, CT, PET, and MR are complicated imaging modalities which are composed of many hardware and software components. These components work together in a highly coordinated chain of events with the intent to produce high quality images. Acquisition, processing and reconstruction of data must occur in a precise way for optimum image quality to be achieved. Any error or unexpected event in the entire process can produce unwanted pixel intensities in the final images which may contribute to visible image artifacts. The diagnostic imaging physicist is uniquely qualified to investigate and contribute to resolution of image artifacts. This coursemore » will teach the participant to identify common artifacts found clinically in digital radiography, CT, PET, and MR, to determine the causes of artifacts, and to make recommendations for how to resolve artifacts. Learning Objectives: Identify common artifacts found clinically in digital radiography, CT, PET and MR. Determine causes of various clinical artifacts from digital radiography, CT, PET and MR. Describe how to resolve various clinical artifacts from digital radiography, CT, PET and MR.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pooley, R.
2016-06-15
Digital radiography, CT, PET, and MR are complicated imaging modalities which are composed of many hardware and software components. These components work together in a highly coordinated chain of events with the intent to produce high quality images. Acquisition, processing and reconstruction of data must occur in a precise way for optimum image quality to be achieved. Any error or unexpected event in the entire process can produce unwanted pixel intensities in the final images which may contribute to visible image artifacts. The diagnostic imaging physicist is uniquely qualified to investigate and contribute to resolution of image artifacts. This coursemore » will teach the participant to identify common artifacts found clinically in digital radiography, CT, PET, and MR, to determine the causes of artifacts, and to make recommendations for how to resolve artifacts. Learning Objectives: Identify common artifacts found clinically in digital radiography, CT, PET and MR. Determine causes of various clinical artifacts from digital radiography, CT, PET and MR. Describe how to resolve various clinical artifacts from digital radiography, CT, PET and MR.« less
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.
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…
NASA Technical Reports Server (NTRS)
Djorgovski, S. George
1994-01-01
We developed a package to process and analyze the data from the digital version of the Second Palomar Sky Survey. This system, called SKICAT, incorporates the latest in machine learning and expert systems software technology, in order to classify the detected objects objectively and uniformly, and facilitate handling of the enormous data sets from digital sky surveys and other sources. The system provides a powerful, integrated environment for the manipulation and scientific investigation of catalogs from virtually any source. It serves three principal functions: image catalog construction, catalog management, and catalog analysis. Through use of the GID3* Decision Tree artificial induction software, SKICAT automates the process of classifying objects within CCD and digitized plate images. To exploit these catalogs, the system also provides tools to merge them into a large, complete database which may be easily queried and modified when new data or better methods of calibrating or classifying become available. The most innovative feature of SKICAT is the facility it provides to experiment with and apply the latest in machine learning technology to the tasks of catalog construction and analysis. SKICAT provides a unique environment for implementing these tools for any number of future scientific purposes. Initial scientific verification and performance tests have been made using galaxy counts and measurements of galaxy clustering from small subsets of the survey data, and a search for very high redshift quasars. All of the tests were successful, and produced new and interesting scientific results. Attachments to this report give detailed accounts of the technical aspects for multivariate statistical analysis of small and moderate-size data sets, called STATPROG. The package was tested extensively on a number of real scientific applications, and has produced real, published results.
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…
Deep Learning Nuclei Detection in Digitized Histology Images by Superpixels
Sornapudi, Sudhir; Stanley, Ronald Joe; Stoecker, William V.; Almubarak, Haidar; Long, Rodney; Antani, Sameer; Thoma, George; Zuna, Rosemary; Frazier, Shelliane R.
2018-01-01
Background: Advances in image analysis and computational techniques have facilitated automatic detection of critical features in histopathology images. Detection of nuclei is critical for squamous epithelium cervical intraepithelial neoplasia (CIN) classification into normal, CIN1, CIN2, and CIN3 grades. Methods: In this study, a deep learning (DL)-based nuclei segmentation approach is investigated based on gathering localized information through the generation of superpixels using a simple linear iterative clustering algorithm and training with a convolutional neural network. Results: The proposed approach was evaluated on a dataset of 133 digitized histology images and achieved an overall nuclei detection (object-based) accuracy of 95.97%, with demonstrated improvement over imaging-based and clustering-based benchmark techniques. Conclusions: The proposed DL-based nuclei segmentation Method with superpixel analysis has shown improved segmentation results in comparison to state-of-the-art methods. PMID:29619277
WE-G-209-01: Digital Radiography
DOE Office of Scientific and Technical Information (OSTI.GOV)
Schueler, B.
Digital radiography, CT, PET, and MR are complicated imaging modalities which are composed of many hardware and software components. These components work together in a highly coordinated chain of events with the intent to produce high quality images. Acquisition, processing and reconstruction of data must occur in a precise way for optimum image quality to be achieved. Any error or unexpected event in the entire process can produce unwanted pixel intensities in the final images which may contribute to visible image artifacts. The diagnostic imaging physicist is uniquely qualified to investigate and contribute to resolution of image artifacts. This coursemore » will teach the participant to identify common artifacts found clinically in digital radiography, CT, PET, and MR, to determine the causes of artifacts, and to make recommendations for how to resolve artifacts. Learning Objectives: Identify common artifacts found clinically in digital radiography, CT, PET and MR. Determine causes of various clinical artifacts from digital radiography, CT, PET and MR. Describe how to resolve various clinical artifacts from digital radiography, CT, PET and MR.« less
Assessment of Student Learning in Modern Experiments in the Introductory Calculus-Based Physics Labs
NASA Astrophysics Data System (ADS)
Woodahl, Brian; Ross, John; Lang, Sarah; Scott, Derek; Williams, Jeremy
2010-10-01
With the advent of newer microelectronic sensors it's now possible to modernize introductory physics labs with the latest technology and this may allow for enhanced student participation/learning in the experiments. For example, force plate sensors can digitize and record the force on an object, later it can be analyzed in detail (i.e, impulse from force vs. time). Small 3-axis accelerometers can record 3-dim, time-dependent acceleration of objects undergoing complex motions. These devices are small, fairly easy to use, and importantly, are likely to enhance student learning by ``personalizing'' data collection, i.e. making the student an active part of the measurement process and no longer a passive observer. To assess whether these new high-tech labs enhance student learning, we have implemented pre- and post- test sessions to measure the effectiveness of student learning. Four of our calculus-based lab sections were used: Two sections the control group, using the previous ``old technology'' labs, the other two, the experimental group, using the new ``modern technology'' labs. Initial returns of assessment data offer some surprising insight.
ERIC Educational Resources Information Center
Filimowicz, Michael A.; Tzankova, Veronika K.
2017-01-01
The purpose of this article is to challenge the notion of small studio format delivery expectations in art and design education. Our research reports on an introductory Digital Photography course design that produced equivalent learning outcomes in a large enrollment lecture format. The objective of the project was to introduce (1) a case-based…
Using Digital Technology to See Angles from Different Angles. Part 2: Openings and Turns
ERIC Educational Resources Information Center
Host, Erin; Baynham, Emily; McMaster, Heather
2015-01-01
Ever wondered how to use technology to teach angles? This article follows on from an earlier article published last year, providing a range of ideas for integrating technology and concrete materials with the teaching of angle concepts. The authors also provide a comprehensive list of free online games and learning objects that can be used to teach…
Mirror, Mirror on the Wall: Email as an Object of Practitioner Inquiry
ERIC Educational Resources Information Center
Maxwell, Sally V.
2015-01-01
As new communication technologies enter the classroom, teachers must attend to how digital platforms impact the interpersonal practices of teaching and learning. In this article, I study email exchanges with three of my students--Jorge, Adriana, and Jason--over the course of one year in an 11th-grade English class at River High School, a…
Curriculum Design and Implementation of the Emergency Medicine Chief Resident Incubator.
Gisondi, Michael A; Chou, Adaira; Joshi, Nikita; Sheehy, Margaret K; Zaver, Fareen; Chan, Teresa M; Riddell, Jeffrey; Sifford, Derek P; Lin, Michelle
2018-02-24
Background Chief residents receive minimal formal training in preparation for their administrative responsibilities. There is a lack of professional development programs specifically designed for chief residents. Objective In 2015, Academic Life in Emergency Medicine designed and implemented an annual, year-long, training program and virtual community of practice for chief residents in emergency medicine (EM). This study describes the curriculum design process and reports measures of learner engagement during the first two cycles of the curriculum. Methods Kern's Six-Step Approach for curriculum development informed key decisions in the design and implementation of the Chief Resident Incubator. The resultant curriculum was created using constructivist social learning theory, with specific objectives that emphasized the needs for a virtual community of practice, longitudinal content delivery, mentorship for participants, and the facilitation of multicenter digital scholarship. The 12-month curriculum included 11 key administrative or professional development domains, delivered using a combination of digital communications platforms. Primary outcomes measures included markers of learner engagement with the online curriculum, recognized as modified Kirkpatrick Level One outcomes for digital learning. Results An average of 206 chief residents annually enrolled in the first two years of the curriculum, with an overall participation by 33% (75/227) of the allopathic EM residency programs in the United States (U.S.). There was a high level of learner engagement, with an average 13,414 messages posted per year. There were also 42 small group teaching sessions held online, which included 39 faculty and 149 chief residents. The monthly e-newsletter had a 50.7% open rate. Digital scholarship totaled 23 online publications in two years, with 67 chief resident co-authors and 21 faculty co-authors. Conclusions The Chief Resident Incubator is a virtual community of practice that provides longitudinal training and mentorship for EM chief residents. This incubator conceptual framework may be used to design similar professional development curricula across various health professions using an online digital platform.
Curriculum Design and Implementation of the Emergency Medicine Chief Resident Incubator
Chou, Adaira; Joshi, Nikita; Sheehy, Margaret K; Zaver, Fareen; Chan, Teresa M; Riddell, Jeffrey; Sifford, Derek P; Lin, Michelle
2018-01-01
Background Chief residents receive minimal formal training in preparation for their administrative responsibilities. There is a lack of professional development programs specifically designed for chief residents. Objective In 2015, Academic Life in Emergency Medicine designed and implemented an annual, year-long, training program and virtual community of practice for chief residents in emergency medicine (EM). This study describes the curriculum design process and reports measures of learner engagement during the first two cycles of the curriculum. Methods Kern’s Six-Step Approach for curriculum development informed key decisions in the design and implementation of the Chief Resident Incubator. The resultant curriculum was created using constructivist social learning theory, with specific objectives that emphasized the needs for a virtual community of practice, longitudinal content delivery, mentorship for participants, and the facilitation of multicenter digital scholarship. The 12-month curriculum included 11 key administrative or professional development domains, delivered using a combination of digital communications platforms. Primary outcomes measures included markers of learner engagement with the online curriculum, recognized as modified Kirkpatrick Level One outcomes for digital learning. Results An average of 206 chief residents annually enrolled in the first two years of the curriculum, with an overall participation by 33% (75/227) of the allopathic EM residency programs in the United States (U.S.). There was a high level of learner engagement, with an average 13,414 messages posted per year. There were also 42 small group teaching sessions held online, which included 39 faculty and 149 chief residents. The monthly e-newsletter had a 50.7% open rate. Digital scholarship totaled 23 online publications in two years, with 67 chief resident co-authors and 21 faculty co-authors. Conclusions The Chief Resident Incubator is a virtual community of practice that provides longitudinal training and mentorship for EM chief residents. This incubator conceptual framework may be used to design similar professional development curricula across various health professions using an online digital platform. PMID:29696101
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…
Peer-assisted learning model enhances clinical clerk's procedural skills.
Huang, Chia-Chang; Hsu, Hui-Chi; Yang, Ling-Yu; Chen, Chen-Huan; Yang, Ying-Ying; Chang, Ching-Chih; Chuang, Chiao-Lin; Lee, Wei-Shin; Lee, Fa-Yauh; Hwang, Shinn-Jang
2018-05-17
Failure to transfer procedural skills learned in a laboratory to the bedside is commonly due to a lack of peer support/stimulation. A digital platform (Facebook) allows new clinical clerks to share experiences and tips that help augment their procedural skills in a peer-assisted learning/teaching method. This study aims to investigate the effectiveness of the innovation of using the digital platform to support the transfer of laboratory-trained procedural skills in the clinical units. Volunteer clinical clerks (n = 44) were enrolled into the peer-assisted learning (PAL) group, which was characterized by the peer-assisted learning of procedural skills during their final 3-month clinical clerkship block. Other clerks (n = 51) did not join the procedural skills-specific Facebook group and served as the self-directed learning regular group. The participants in both the PAL and regular groups completed pre- and post-intervention self-assessments for general self-assessed efficiency ratings (GSER) and skills specific self-assessed efficiency ratings (SSSER) for performing vein puncture, intravenous (IV) catheter and nasogastric (NG) tube insertion. Finally, all clerks received the post-intervention 3-station Objective Structured Clinical Skills Examination (OSCE) to test their proficiency for the abovementioned three procedural skills. Higher cumulative numbers of vein punctures, IV catheter insertions and NG tube insertions at the bedside were carried out by the PAL group than the regular group. A greater improvement in GSERs and SSSERs for medical procedures was found in the PAL group than in the regular group. The PAL group obtained higher procedural skills scores in the post-intervention OSCEs than the regular group. Our study suggested that the implementation of a procedural skill-specific digital platform effectively helps clerks to transfer laboratory-trained procedural skills into the clinical units. In comparison with the regular self-directed learning group, the peer-assisted learning characteristics of Facebook give additional benefits to the PAL group by enhancing their procedural skills. Copyright © 2018. Published by Elsevier Taiwan LLC.
Creating the Future of Games and Learning
ERIC Educational Resources Information Center
Squire, Kurt
2015-01-01
Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…
78 FR 43882 - Sunshine Act Meeting; Open Commission Meeting; Friday, July 19, 2013
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-22
... the delivery of video programming. 2 TITLE: Presentation on LEAD Recommendations and Digital Learning... Five Point Blueprint recommending a national initiative to expand digital learning in K-12 education... teachers at Kenmore are using digital technologies and broadband connectivity to expand learning...
Digital case-based learning system in school.
Gu, Peipei; Guo, Jiayang
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework.
Digital case-based learning system in school
Gu, Peipei
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework. PMID:29107965
An adaptive deep Q-learning strategy for handwritten digit recognition.
Qiao, Junfei; Wang, Gongming; Li, Wenjing; Chen, Min
2018-02-22
Handwritten digits recognition is a challenging problem in recent years. Although many deep learning-based classification algorithms are studied for handwritten digits recognition, the recognition accuracy and running time still need to be further improved. In this paper, an adaptive deep Q-learning strategy is proposed to improve accuracy and shorten running time for handwritten digit recognition. The adaptive deep Q-learning strategy combines the feature-extracting capability of deep learning and the decision-making of reinforcement learning to form an adaptive Q-learning deep belief network (Q-ADBN). First, Q-ADBN extracts the features of original images using an adaptive deep auto-encoder (ADAE), and the extracted features are considered as the current states of Q-learning algorithm. Second, Q-ADBN receives Q-function (reward signal) during recognition of the current states, and the final handwritten digits recognition is implemented by maximizing the Q-function using Q-learning algorithm. Finally, experimental results from the well-known MNIST dataset show that the proposed Q-ADBN has a superiority to other similar methods in terms of accuracy and running time. Copyright © 2018 Elsevier Ltd. All rights reserved.
Digital Badges for STEM Learning in Secondary Contexts: A Mixed Methods Study
NASA Astrophysics Data System (ADS)
Elkordy, Angela
The deficit in STEM skills is a matter of concern for national economies and a major focus for educational policy makers. The development of Information and Communications Technologies (ICT) has resulted in a rapidly changing workforce of global scale. In addition, ICT have fostered the growth of digital and mobile technologies which have been the learning context, formal and informal, for a generation of youth. The purpose of this study was to design an intervention based upon a competency-based, digitally-mediated, learning intervention: digital badges for learning STEM habits of mind and practices. Designed purposefully, digital badge learning trajectories and criteria can be flexible tools for scaffolding, measuring, and communicating the acquisition of knowledge, skills, or competencies. One of the most often discussed attributes of digital badges, is the ability of badges to motivate learners. However, the research base to support this claim is in its infancy; there is little empirical evidence. A skills-based digital badge intervention was designed to demonstrate mastery learning in key, age-appropriate, STEM competencies aligned with Next Generation Science Standards (NGSS) and other educational standards. A mixed methods approach was used to study the impact of a digital badge intervention in the sample middle and high school population. Among the findings were statistically significant measures which substantiate that in this student population, the digital badges increased perceived competence and motivated learners to persist at task.
Collaborative learning model inquiring based on digital game
NASA Astrophysics Data System (ADS)
Yuan, Jiugen; Xing, Ruonan
2012-04-01
With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.
ERIC Educational Resources Information Center
Hess, Frederick M.
2011-01-01
Digital learning makes possible the "unbundling" of school provisions--that is, it allows children to be served by providers from almost anywhere, in new and more customized ways. At the same time, because it destandardizes and decentralizes educational delivery, digital education is far harder to bring under the yoke of the…
ERIC Educational Resources Information Center
Fanfarelli, Joseph R.; McDaniel, Rudy
2017-01-01
Digital badging research is gaining momentum as instructors and administrators consider new models for assessing learning in nontraditional contexts (e.g., informal science learning programs, flexible online courses, adaptive learning systems). While many studies are examining the effectiveness of digital badges for pedagogical functions, such as…
Enhancing Digital Literacy and Learning among Adults with Blogs
ERIC Educational Resources Information Center
Sharp, Laurie A.
2017-01-01
Digital literacy and learning among adults has been identified as an area requiring research. The purpose of the present study was to explore technology acceptance and digital collaborative learning experiences with blogs among adult learners. This analysis employed a quasi-experimental mixed-methods approach guided by a sociocultural theoretical…
Digital Tools and Solutions for Inquiry-Based STEM Learning
ERIC Educational Resources Information Center
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed.
2017-01-01
In the digital age, the integration of technology has become a ubiquitous aspect of modern society. These advancements have significantly enhanced the field of education, allowing students to receive a better learning experience. "Digital Tools and Solutions for Inquiry-Based STEM Learning" is a comprehensive source of scholarly material…
Educational Technologies in Problem-Based Learning in Health Sciences Education: A Systematic Review
Jin, Jun
2014-01-01
Background As a modern pedagogical philosophy, problem-based learning (PBL) is increasingly being recognized as a major research area in student learning and pedagogical innovation in health sciences education. A new area of research interest has been the role of emerging educational technologies in PBL. Although this field is growing, no systematic reviews of studies of the usage and effects of educational technologies in PBL in health sciences education have been conducted to date. Objective The aim of this paper is to review new and emerging educational technologies in problem-based curricula, with a specific focus on 3 cognate clinical disciplines: medicine, dentistry, and speech and hearing sciences. Analysis of the studies reviewed focused on the effects of educational technologies in PBL contexts while addressing the particular issue of scaffolding of student learning. Methods A comprehensive computerized database search of full-text articles published in English from 1996 to 2014 was carried out using 3 databases: ProQuest, Scopus, and EBSCOhost. Eligibility criteria for selection of studies for review were also determined in light of the population, intervention, comparison, and outcomes (PICO) guidelines. The population was limited to postsecondary education, specifically in dentistry, medicine, and speech and hearing sciences, in which PBL was the key educational pedagogy and curriculum design. Three types of educational technologies were identified as interventions used to support student inquiry: learning software and digital learning objects; interactive whiteboards (IWBs) and plasma screens; and learning management systems (LMSs). Results Of 470 studies, 28 were selected for analysis. Most studies examined the effects of learning software and digital learning objects (n=20) with integration of IWB (n=5) and LMS (n=3) for PBL receiving relatively less attention. The educational technologies examined in these studies were seen as potentially fit for problem-based health sciences education. Positive outcomes for student learning included providing rich, authentic problems and/or case contexts for learning; supporting student development of medical expertise through the accessing and structuring of expert knowledge and skills; making disciplinary thinking and strategies explicit; providing a platform to elicit articulation, collaboration, and reflection; and reducing perceived cognitive load. Limitations included cumbersome scenarios, infrastructure requirements, and the need for staff and student support in light of the technological demands of new affordances. Conclusions This literature review demonstrates the generally positive effect of educational technologies in PBL. Further research into the various applications of educational technology in PBL curricula is needed to fully realize its potential to enhance problem-based approaches in health sciences education. PMID:25498126
Shoepe, Todd C; Cavedon, Dana K; Derian, Joseph M; Levy, Celine S; Morales, Amy
2015-01-01
Anatomical education is a dynamic field where developments in the implementation of constructive, situated-learning show promise in improving student achievement. The purpose of this study was to examine the effectiveness of an individualized, technology heavy project in promoting student performance in a combined anatomy and physiology laboratory course. Mixed-methods research was used to compare two cohorts of anatomy laboratories separated by the adoption of a new laboratory atlas project, which were defined as preceding (PRE) and following the adoption of the Anatomical Teaching and Learning Assessment Study (ATLAS; POST). The ATLAS project required the creation of a student-generated, photographic atlas via acquisition of specimen images taken with tablet technology and digital microscope cameras throughout the semester. Images were transferred to laptops, digitally labeled and photo edited weekly, and compiled into a digital book using Internet publishing freeware for final project submission. An analysis of covariance confirmed that student final examination scores were improved (P < 0.05) following the implementation of the laboratory atlas project (PRE, n = 75; POST, n = 90; means ± SE; 74.9 ± 0.9 versus 78.1 ± 0.8, respectively) after controlling for cumulative student grade point average. Analysis of questionnaires collected (n = 68) from the post group suggested students identified with atlas objectives, appreciated the comprehensive value in final examination preparation, and the constructionism involved, but recommended alterations in assignment logistics and the format of the final version. Constructionist, comprehensive term-projects utilizing student-preferred technologies could be used to improve performance toward student learning outcomes. © 2014 American Association of Anatomists.
MO-DE-207-04: Imaging educational program on solutions to common pediatric imaging challenges
DOE Office of Scientific and Technical Information (OSTI.GOV)
Krishnamurthy, R.
This imaging educational program will focus on solutions to common pediatric imaging challenges. The speakers will present collective knowledge on best practices in pediatric imaging from their experience at dedicated children’s hospitals. The educational program will begin with a detailed discussion of the optimal configuration of fluoroscopes for general pediatric procedures. Following this introduction will be a focused discussion on the utility of Dual Energy CT for imaging children. The third lecture will address the substantial challenge of obtaining consistent image post -processing in pediatric digital radiography. The fourth and final lecture will address best practices in pediatric MRI includingmore » a discussion of ancillary methods to reduce sedation and anesthesia rates. Learning Objectives: To learn techniques for optimizing radiation dose and image quality in pediatric fluoroscopy To become familiar with the unique challenges and applications of Dual Energy CT in pediatric imaging To learn solutions for consistent post-processing quality in pediatric digital radiography To understand the key components of an effective MRI safety and quality program for the pediatric practice.« less
Apollo Lunar Sample Integration into Google Moon: A New Approach to Digitization
NASA Technical Reports Server (NTRS)
Dawson, Melissa D.; Todd, nancy S.; Lofgren, Gary E.
2011-01-01
The Google Moon Apollo Lunar Sample Data Integration project is part of a larger, LASER-funded 4-year lunar rock photo restoration project by NASA s Acquisition and Curation Office [1]. The objective of this project is to enhance the Apollo mission data already available on Google Moon with information about the lunar samples collected during the Apollo missions. To this end, we have combined rock sample data from various sources, including Curation databases, mission documentation and lunar sample catalogs, with newly available digital photography of rock samples to create a user-friendly, interactive tool for learning about the Apollo Moon samples
Yuan, Tao; Zheng, Xinqi; Hu, Xuan; Zhou, Wei; Wang, Wei
2014-01-01
Objective and effective image quality assessment (IQA) is directly related to the application of optical remote sensing images (ORSI). In this study, a new IQA method of standardizing the target object recognition rate (ORR) is presented to reflect quality. First, several quality degradation treatments with high-resolution ORSIs are implemented to model the ORSIs obtained in different imaging conditions; then, a machine learning algorithm is adopted for recognition experiments on a chosen target object to obtain ORRs; finally, a comparison with commonly used IQA indicators was performed to reveal their applicability and limitations. The results showed that the ORR of the original ORSI was calculated to be up to 81.95%, whereas the ORR ratios of the quality-degraded images to the original images were 65.52%, 64.58%, 71.21%, and 73.11%. The results show that these data can more accurately reflect the advantages and disadvantages of different images in object identification and information extraction when compared with conventional digital image assessment indexes. By recognizing the difference in image quality from the application effect perspective, using a machine learning algorithm to extract regional gray scale features of typical objects in the image for analysis, and quantitatively assessing quality of ORSI according to the difference, this method provides a new approach for objective ORSI assessment.
Dimension Reduction With Extreme Learning Machine.
Kasun, Liyanaarachchi Lekamalage Chamara; Yang, Yan; Huang, Guang-Bin; Zhang, Zhengyou
2016-08-01
Data may often contain noise or irrelevant information, which negatively affect the generalization capability of machine learning algorithms. The objective of dimension reduction algorithms, such as principal component analysis (PCA), non-negative matrix factorization (NMF), random projection (RP), and auto-encoder (AE), is to reduce the noise or irrelevant information of the data. The features of PCA (eigenvectors) and linear AE are not able to represent data as parts (e.g. nose in a face image). On the other hand, NMF and non-linear AE are maimed by slow learning speed and RP only represents a subspace of original data. This paper introduces a dimension reduction framework which to some extend represents data as parts, has fast learning speed, and learns the between-class scatter subspace. To this end, this paper investigates a linear and non-linear dimension reduction framework referred to as extreme learning machine AE (ELM-AE) and sparse ELM-AE (SELM-AE). In contrast to tied weight AE, the hidden neurons in ELM-AE and SELM-AE need not be tuned, and their parameters (e.g, input weights in additive neurons) are initialized using orthogonal and sparse random weights, respectively. Experimental results on USPS handwritten digit recognition data set, CIFAR-10 object recognition, and NORB object recognition data set show the efficacy of linear and non-linear ELM-AE and SELM-AE in terms of discriminative capability, sparsity, training time, and normalized mean square error.
Using machine learning techniques to automate sky survey catalog generation
NASA Technical Reports Server (NTRS)
Fayyad, Usama M.; Roden, J. C.; Doyle, R. J.; Weir, Nicholas; Djorgovski, S. G.
1993-01-01
We describe the application of machine classification techniques to the development of an automated tool for the reduction of a large scientific data set. The 2nd Palomar Observatory Sky Survey provides comprehensive photographic coverage of the northern celestial hemisphere. The photographic plates are being digitized into images containing on the order of 10(exp 7) galaxies and 10(exp 8) stars. Since the size of this data set precludes manual analysis and classification of objects, our approach is to develop a software system which integrates independently developed techniques for image processing and data classification. Image processing routines are applied to identify and measure features of sky objects. Selected features are used to determine the classification of each object. GID3* and O-BTree, two inductive learning techniques, are used to automatically learn classification decision trees from examples. We describe the techniques used, the details of our specific application, and the initial encouraging results which indicate that our approach is well-suited to the problem. The benefits of the approach are increased data reduction throughput, consistency of classification, and the automated derivation of classification rules that will form an objective, examinable basis for classifying sky objects. Furthermore, astronomers will be freed from the tedium of an intensely visual task to pursue more challenging analysis and interpretation problems given automatically cataloged data.
Digital Games and Learning: Identifying Pathways of Influence
ERIC Educational Resources Information Center
Subrahmanyam, Kaveri; Renukarya, Bhavya
2015-01-01
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
A Study on Exploiting Commercial Digital Games into School Context
ERIC Educational Resources Information Center
Panoutsopoulos, Hercules; Sampson, Demetrios G.
2012-01-01
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…
Using Digital Photography to Supplement Learning of Biotechnology
ERIC Educational Resources Information Center
Norflus, Fran
2012-01-01
The author used digital photography to supplement learning of biotechnology by students with a variety of learning styles and educational backgrounds. Because one approach would not be sufficient to reach all the students, digital photography was used to explain the techniques and results to the class instead of having to teach each student…
Information Activities and Appropriation in Teacher Trainees' Digital, Group-Based Learning
ERIC Educational Resources Information Center
Hanell, Fredrik
2016-01-01
Introduction: This paper reports results from an ethnographic study of teacher trainees' information activities in digital, group-based learning and their relation to the interplay between use and appropriation of digital tools and the learning environment. Method: The participants in the present study are 249 pre-school teacher trainees in…
Digital Competence Model of Distance Learning Students
ERIC Educational Resources Information Center
da Silva, Ketia Kellen A.; Behar, Patricia A.
2017-01-01
This article presents the development of a digital competency model of Distance Learning (DL) students in Brazil called CompDigAl_EAD. The following topics were addressed in this study: Educational Competences, Digital Competences, and Distance Learning students. The model was developed between 2015 and 2016 and is being validated in 2017. It was…
ERIC Educational Resources Information Center
Southern Regional Education Board (SREB), 2005
2005-01-01
The Educational Technology Cooperative of the Southern Regional Education Board (SREB) established the Digital Learning Content initiative to identify guidelines and develop recommendations to assist those who develop, evaluate, select, acquire and use digital learning content to create products that are easy to access and use in order to ensure…
Digital Learning in California's K-12 Schools. Just the Facts
ERIC Educational Resources Information Center
Gao, Niu
2015-01-01
This fact page briefly discusses the following facts on digital learning in California's K-12: (1) As California implements new tests in its K-12 schools, technology infrastructure is a key concern; (2) Many districts are confident that they had enough bandwidth for online field tests; (3) Digital learning will require significantly greater…
ERIC Educational Resources Information Center
Bridgstock, Ruth
2016-01-01
This article explores how universities might engage more effectively with the imperative to develop students' twenty-first century skills for the information society, by examining learning challenges and professional learning strategies of successful digital media professionals. The findings of qualitative interviews with professionals from…
ERIC Educational Resources Information Center
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…
ERIC Educational Resources Information Center
Ezquerra, Ángel; Manso, Javier; Burgos, Mª Esther; Hallabrin, Carla
2014-01-01
New curricular plans based on key competences create the need for new educational proposals that allow their development. This article describes a proposal to develop key competences through project-based learning. The project's objective is the creation of a digital video. The following study was carried out with students in their final two years…
Student perceptions of digital versus traditional slide use in undergraduate education.
Solberg, Brooke L
2012-01-01
Digitized slides provide a number of intriguing benefits for educators. Before their implementation, however, educators should consider student opinion related to their use. This mixed-methods study directly compared Medical Laboratory Science (MLS) student perceptions of learning experiences in both digital and traditional slide laboratory settings. Results suggested that the majority of students preferred learning with digital slides, and numerous reasons for this preference were identified. Survey responses indicated that students using digital slides tended to view their performances, instructor feedback, and their learning environment more positively than students using traditional slides. Apprehensions about digital slide use were also detected from students preferring traditional slides. These findings provide a guide on how best to exploit both digital and traditional slides in an educational setting.
Science 2.0: When Students Become Digital Citizens
ERIC Educational Resources Information Center
Smith, Ben; Mader, Jared
2016-01-01
Modern science learning requires the use of digital tools and a shift in teaching philosophy and pedagogy. The backbone to this shift rests in a yet unaddressed skill: digital citizenship. The authors discuss the Digital Citizen standard where "students (will) recognize the rights, responsibilities, and opportunities of living, learning, and…
"Scratch"ing below the Surface: Mathematics through an Alternative Digital Lens?
ERIC Educational Resources Information Center
Calder, Nigel; Taylor, Merilyn
2010-01-01
A key element in the examination of how students process mathematics through digital technologies is considering the ways that digital pedagogical media might influence the learning process. How might students' understanding emerge through engagement in a digital-learning environment? Interactive software that has cross-curricula implications and…
Sustainable Innovations: Bringing Digital Media and Emerging Technologies to the Classroom
ERIC Educational Resources Information Center
Herro, Danielle
2015-01-01
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
NASA Astrophysics Data System (ADS)
Schroeder, Mubina Khan
In science education, the use of digital technology-based learning can help students struggling with difficult concepts such as the movement of molecules. While digital learning tools hold much promise for science education, the question arises as to whether or not such technology can serve as an adequate surrogate for the teacher-student interactions that theorists like Lev Vygotsky (1978) underscored as being critical to learning. In response to such concerns, designers of digital curricula often utilize scaffolds to help students as they learn from such programs. Using a simulation designed to teach students about the concept of diffusion as an example, I examine the effect of including prompting language in the learning sequence of the simulation. The use of prompting language in digital curriculum appears to be successful because it elicits science students to reflect and metacognise about their learning, lending support to Vygotsky's (1978) ideas of teaching and learning involving outer and inner dialog. However, findings from think aloud data continue to underscore the importance of human linguistic exchange as a preferable learning paradigm.
ERIC Educational Resources Information Center
Hense, Jan; Mandl, Heinz
2012-01-01
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
ERIC Educational Resources Information Center
Aleksic-Maslac, Karmela; Magzan, Masha; Juric, Visnja
2009-01-01
Digital interaction in e-learning offers great opportunities for education quality improvement in both--the classical teaching combined with e-learning, and distance learning. Zagreb School of Economics & Management (ZSEM) is one of the few higher education institutions in Croatia that systematically uses e-learning in teaching. Systematically…
Connected Learning: Harnessing the Information Age to Make Learning More Powerful
ERIC Educational Resources Information Center
Roc, Martens
2014-01-01
This report introduces connected learning, a promising educational approach supported by the MacArthur Foundation and the Digital Learning Media (DLM) initiative that schools and out-of-school sites are adopting to enhance student learning and outcomes by connecting their education to their interests. Connected learning uses digital media to…
ERIC Educational Resources Information Center
Loh, Christian Sebastian
2001-01-01
Examines how mobile computers, or personal digital assistants (PDAs), can be used in a Web-based learning environment. Topics include wireless networks on college campuses; online learning; Web-based learning technologies; synchronous and asynchronous communication via the Web; content resources; Web connections; and collaborative learning. (LRW)
Six Strategies for Digital Learning Success. White Paper
ERIC Educational Resources Information Center
Mehta, Samir; Downs, Holly
2016-01-01
Technology has revolutionized corporate learning and leadership development. The number of organizations that use learning management systems is higher than ever before, and thanks to massive open online courses (MOOCs), small private online courses (SPOCS), microlearning, nanolearning, and other new media learning platforms, digital learning and…
NASA Astrophysics Data System (ADS)
Marlius; Kaniawati, I.; Feranie, S.
2018-05-01
A preliminary learning design using relay to promote twelfth grade student’s understanding of logic gates concept is implemented to see how well it’s to adopted by six high school students, three male students and three female students of twelfth grade. This learning design is considered for next learning of digital technology concept i.e. data digital transmition and analog. This work is a preliminary study to design the learning for large class. So far just a few researches designing learning design related to digital technology with relay. It may due to this concept inserted in Indonesian twelfth grade curriculum recently. This analysis is focus on student difficulties trough video analysis to learn the concept. Based on our analysis, the recommended thing for redesigning learning is: students understand first about symbols and electrical circuits; the Student Worksheet is made in more detail on the assembly steps to the project board; mark with symbols at points in certain places in the circuit for easy assembly; assembly using relays by students is enough until is the NOT’s logic gates and the others that have been assembled so that effective time. The design of learning using relays can make the relay a liaison between the abstract on the digital with the real thing of it, especially in the circuit of symbols and real circuits. Besides it is expected to also enrich the ability of teachers in classroom learning about digital technology.
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)
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…
NASA Astrophysics Data System (ADS)
Onojeghuo, Alex Okiemute; Onojeghuo, Ajoke Ruth
2017-07-01
This study investigated the combined use of multispectral/hyperspectral imagery and LiDAR data for habitat mapping across parts of south Cumbria, North West England. The methodology adopted in this study integrated spectral information contained in pansharp QuickBird multispectral/AISA Eagle hyperspectral imagery and LiDAR-derived measures with object-based machine learning classifiers and ensemble analysis techniques. Using the LiDAR point cloud data, elevation models (such as the Digital Surface Model and Digital Terrain Model raster) and intensity features were extracted directly. The LiDAR-derived measures exploited in this study included Canopy Height Model, intensity and topographic information (i.e. mean, maximum and standard deviation). These three LiDAR measures were combined with spectral information contained in the pansharp QuickBird and Eagle MNF transformed imagery for image classification experiments. A fusion of pansharp QuickBird multispectral and Eagle MNF hyperspectral imagery with all LiDAR-derived measures generated the best classification accuracies, 89.8 and 92.6% respectively. These results were generated with the Support Vector Machine and Random Forest machine learning algorithms respectively. The ensemble analysis of all three learning machine classifiers for the pansharp QuickBird and Eagle MNF fused data outputs did not significantly increase the overall classification accuracy. Results of the study demonstrate the potential of combining either very high spatial resolution multispectral or hyperspectral imagery with LiDAR data for habitat mapping.
WE-G-209-00: Identifying Image Artifacts, Their Causes, and How to Fix Them
DOE Office of Scientific and Technical Information (OSTI.GOV)
NONE
Digital radiography, CT, PET, and MR are complicated imaging modalities which are composed of many hardware and software components. These components work together in a highly coordinated chain of events with the intent to produce high quality images. Acquisition, processing and reconstruction of data must occur in a precise way for optimum image quality to be achieved. Any error or unexpected event in the entire process can produce unwanted pixel intensities in the final images which may contribute to visible image artifacts. The diagnostic imaging physicist is uniquely qualified to investigate and contribute to resolution of image artifacts. This coursemore » will teach the participant to identify common artifacts found clinically in digital radiography, CT, PET, and MR, to determine the causes of artifacts, and to make recommendations for how to resolve artifacts. Learning Objectives: Identify common artifacts found clinically in digital radiography, CT, PET and MR. Determine causes of various clinical artifacts from digital radiography, CT, PET and MR. Describe how to resolve various clinical artifacts from digital radiography, CT, PET and MR.« less
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…
ISO9000 and the quality management system in the digital hospital.
Liu, Yalan; Yao, Bin; Zhang, Zigang
2002-01-01
ISO9000 quality management system (ISO9000QMS) emphasize on the customer-oriented, managers' leadership and all staff's joining, adopt the process method and system management, spread the taking facts as a basis to make decision and improve consistently, and establish win-win relation with the suppliers. So, the digital hospital can adopt the ISO9000QMS. In order to establish the ISO9000QMS, the digital hospital should: (1) Design integrally, including analyzing the operation procedure, clarifying the job duties, setting up the spreading team and setting the quality policy and objectives: (2) Learning the ISO9000 quality standards; (3) Drawing up the documents, including the quality manual, program files and operation guiding files; (4) Training according the documents; (5) Executing the quality standard, including the service quality auditing, quality record auditing and quality system auditing; (6) Improving continually. With the establishment of ISO900QMS, the digital hospital can appraise more accurately, analyze quality matters statistically and avoid the interference of artificial factors.
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)…
Lessons Learned From 104 Years of Mobile Observatories
NASA Astrophysics Data System (ADS)
Miller, S. P.; Clark, P. D.; Neiswender, C.; Raymond, L.; Rioux, M.; Norton, C.; Detrick, R.; Helly, J.; Sutton, D.; Weatherford, J.
2007-12-01
As the oceanographic community ventures into a new era of integrated observatories, it may be helpful to look back on the era of "mobile observatories" to see what Cyberinfrastructure lessons might be learned. For example, SIO has been operating research vessels for 104 years, supporting a wide range of disciplines: marine geology and geophysics, physical oceanography, geochemistry, biology, seismology, ecology, fisheries, and acoustics. In the last 6 years progress has been made with diverse data types, formats and media, resulting in a fully-searchable online SIOExplorer Digital Library of more than 800 cruises (http://SIOExplorer.ucsd.edu). Public access to SIOExplorer is considerable, with 795,351 files (206 GB) downloaded last year. During the last 3 years the efforts have been extended to WHOI, with a "Multi-Institution Testbed for Scalable Digital Archiving" funded by the Library of Congress and NSF (IIS 0455998). The project has created a prototype digital library of data from both institutions, including cruises, Alvin submersible dives, and ROVs. In the process, the team encountered technical and cultural issues that will be facing the observatory community in the near future. Technological Lessons Learned: Shipboard data from multiple institutions are extraordinarily diverse, and provide a good training ground for observatories. Data are gathered from a wide range of authorities, laboratories, servers and media, with little documentation. Conflicting versions exist, generated by alternative processes. Domain- and institution-specific issues were addressed during initial staging. Data files were categorized and metadata harvested with automated procedures. With our second-generation approach to staging, we achieve higher levels of automation with greater use of controlled vocabularies. Database and XML- based procedures deal with the diversity of raw metadata values and map them to agreed-upon standard values, in collaboration with the Marine Metadata Interoperability (MMI) community. All objects are tagged with an expert level, thus serving an educational audience, as well as research users. After staging, publication into the digital library is completely automated. The technical challenges have been largely overcome, thanks to a scalable, federated digital library architecture from the San Diego Supercomputer Center, implemented at SIO, WHOI and other sites. The metadata design is flexible, supporting modular blocks of metadata tailored to the needs of instruments, samples, documents, derived products, cruises or dives, as appropriate. Controlled metadata vocabularies, with content and definitions negotiated by all parties, are critical. Metadata may be mapped to required external standards and formats, as needed. Cultural Lessons Learned: The cultural challenges have been more formidable than expected. They became most apparent during attempts to categorize and stage digital data objects across two institutions, each with their own naming conventions and practices, generally undocumented, and evolving across decades. Whether the questions concerned data ownership, collection techniques, data diversity or institutional practices, the solution involved a joint discussion with scientists, data managers, technicians and archivists, working together. Because metadata discussions go on endlessly, significant benefit comes from dictionaries with definitions of all community-authorized metadata values.
[Construction and Application of Innovative Education Technology Strategies in Nursing].
Chao, Li-Fen; Huang, Hsiang-Ping; Ni, Lee-Fen; Tsai, Chia-Lan; Huang, Tsuey-Yuan
2017-12-01
The evolution of information and communication technologies has deeply impacted education reform, promoted the development of digital-learning models, and stimulated the development of diverse nursing education strategies in order to better fulfill needs and expand in new directions. The present paper introduces the intelligent-learning resources that are available for basic medical science education, problem-based learning, nursing scenario-based learning, objective structured clinical examinations, and other similar activities in the Department of Nursing at Chang Gung University of Science and Technology. The program is offered in two parts: specialized classroom facilities and cloud computing / mobile-learning. The latter includes high-fidelity simulation classrooms, online e-books, and virtual interactive simulation and augmented reality mobile-learning materials, which are provided through multimedia technology development, learning management systems, web-certificated examinations, and automated teaching and learning feedback mechanisms. It is expected that the teaching experiences that are shared in this article may be used as a reference for applying professional wisdom teaching models into nursing education.
Bhardwaj, A; Nagandla, K; Swe, K Mm; Abas, A Bl
2015-01-01
E-learning is the use of Information and Communication Technology (ICT) to provide online education and learning. E- Learning has now been integrated into the traditional teaching as the concept of 'blended learning' that combines digital learning with the existing traditional teaching methods to address the various challenges in the field of medical education. Structured e-learning activities were started in Melaka Manipal Medical College in 2009 via e-learning platform (MOODLE-Modular Object-Oriented Dynamic Learning Environment). The objective of the present study is to investigate the faculty opinions toward the existing e-learning activities, and to analyse the extent of adopting and integration of e-learning into their traditional teaching methods. A cross sectional study was conducted among faculties of Medicine and Dentistry using pre-tested questionnaires. The data was analyzed by using the statistical package for social science, SPSS, version 16.0. The result of our survey indicates that majority of our faculty (65.4%) held positive opinion towards e-learning. Among the few, who demonstrated reservations, it is attributed to their average level of skills and aptitude in the use of computers that was statistically significant (p<0.05). Our study brings to light the need for formal training as perquisite to support e-learning that enables smooth transition of the faculty from their traditional teaching methods into blended approach. Our results are anticipated to strengthen the existing e-learning activities of our college and other universities and convincingly adopt e-learning as a viable teaching and learning strategy.
Digital Literacy in the Medical Curriculum: A Course With Social Media Tools and Gamification
Győrffy, Zsuzsanna; Kollár, János
2015-01-01
Background The profession of practicing medicine is based on communication, and as social media and other digital technologies play a major role in today’s communication, digital literacy must be included in the medical curriculum. The value of social media has been demonstrated several times in medicine and health care, therefore it is time to prepare medical students for the conditions they will have to face when they graduate. Objective The aim of our study was to design a new e-learning-based curriculum and test it with medical students. Method An elective course was designed to teach students how to use the Internet, with a special emphasis on social media. An e-learning platform was also made available and students could access material about using digital technologies on the online platforms they utilized the most. All students filled in online surveys before and after the course in order to provide feedback about the curriculum. Results Over a 3-year period, 932 students completed the course. The course did not increase the number of hours spent online but aimed at making that time more efficient and useful. Based on the responses of students, they found the information provided by the curriculum useful for their studies and future practices. Conclusions A well-designed course, improved by constant evaluation-based feedback, can be suitable for preparing students for the massive use of the Internet, social media platforms, and digital technologies. New approaches must be applied in modern medical education in order to teach students new skills. Such curriculums that put emphasis on reaching students on the online channels they use in their studies and everyday lives introduce them to the world of empowered patients and prepare them to deal with the digital world. PMID:27731856
Information based universal feature extraction
NASA Astrophysics Data System (ADS)
Amiri, Mohammad; Brause, Rüdiger
2015-02-01
In many real world image based pattern recognition tasks, the extraction and usage of task-relevant features are the most crucial part of the diagnosis. In the standard approach, they mostly remain task-specific, although humans who perform such a task always use the same image features, trained in early childhood. It seems that universal feature sets exist, but they are not yet systematically found. In our contribution, we tried to find those universal image feature sets that are valuable for most image related tasks. In our approach, we trained a neural network by natural and non-natural images of objects and background, using a Shannon information-based algorithm and learning constraints. The goal was to extract those features that give the most valuable information for classification of visual objects hand-written digits. This will give a good start and performance increase for all other image learning tasks, implementing a transfer learning approach. As result, in our case we found that we could indeed extract features which are valid in all three kinds of tasks.
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…
Li, Tse Yan; Gao, Xiaoli; Wong, Kin; Tse, Christine Shuk Kwan; Chan, Ying Yee
2015-04-14
Various digital learning objects (DLOs) are available via the World Wide Web, showing the flow of clinical procedures. It is unclear to what extent these freely accessible Internet DLOs facilitate or hamper students' acquisition of clinical competence. This study aimed to understand the experience of undergraduate students across clinical disciplines-medicine, dentistry, and nursing-in using openly accessible Internet DLOs, and to investigate the role of Internet DLOs in facilitating their clinical learning. Mid-year and final-year groups were selected from each undergraduate clinical degree program of the University of Hong Kong-Bachelor of Medicine and Bachelor of Surgery (MBBS), Bachelor of Dental Surgery (BDS), and Bachelor of Nursing (BNurs). All students were invited to complete a questionnaire on their personal and educational backgrounds, and their experiences and views on using Internet DLOs in learning clinical procedures. The questionnaire design was informed by the findings of six focus groups. Among 439 respondents, 97.5% (428/439) learned a variety of clinical procedures through Internet DLOs. Most nursing students (107/122, 87.7%) learned preventive measures through Internet DLOs, with a lower percentage of medical students (99/215, 46.0%) and dental students (43/96, 45%) having learned them this way (both P<.001). Three-quarters (341/439, 77.7%) of students accessed DLOs through public search engines, whereas 93.2% (409/439) accessed them by watching YouTube videos. Students often shared DLOs with classmates (277/435, 63.7%), but rarely discussed them with teachers (54/436, 12.4%). The accuracy, usefulness, and importance of Internet DLOs were rated as 6.85 (SD 1.48), 7.27 (SD 1.53), and 7.13 (SD 1.72), respectively, out of a high score of 10. Self-exploration of DLOs in the unrestricted Internet environment is extremely common among current e-generation learners and was regarded by students across clinical faculties as an important supplement to their formal learning in the planned curriculum. This trend calls for a transformation of the educator's role from dispensing knowledge to guidance and support.
Digital Media's Transformative Role in Education: Beyond Potential to Essential
ERIC Educational Resources Information Center
Chien, Ming-tso
2012-01-01
Achieving effective learning via digital media continues to be a major concern in contemporary education. The daily use of all forms of digital media is part of our lives and therefore becomes a key component of education. Educators must consider the process of digital media curriculum as a learning model and form of experience adapted to…
Visual Design Guidelines for Improving Learning from Dynamic and Interactive Digital Text
ERIC Educational Resources Information Center
Jin, Sung-Hee
2013-01-01
Despite the dynamic and interactive features of digital text, the visual design guidelines for digital text are similar to those for printed text. The purpose of this study was to develop visual design guidelines for improving learning from dynamic and interactive digital text and to validate them by controlled testing. Two structure design…
ERIC Educational Resources Information Center
Shelton, Catharyn C.; Warren, Annie E.; Archambault, Leanna M.
2016-01-01
This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials. When digital storytelling is used as the main source of course content, tensions arise regarding how to engage and support student learning while…
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…
Data That Drive: Closing the Loop in the Learning Hospital System
Liu, Vincent X.; Morehouse, John W.; Baker, Jennifer M.; Greene, John D.; Kipnis, Patricia; Escobar, Gabriel J.
2017-01-01
The learning healthcare system describes a vision of US healthcare that capitalizes on science, information technology, incentives, and care culture to drive improvements in the quality of health care. The inpatient setting, one of the most costly and impactful domains of healthcare, is an ideal setting in which to use data and information technology to foster continuous learning and quality improvement. The rapid digitization of inpatient medicine offers incredible new opportunities to use data from routine care to generate new discovery and thus close the virtuous cycle of learning. We use an object lesson—sepsis care within the 21 hospitals of the Kaiser Permanente Northern California integrated healthcare delivery system—to offer insight into the critical elements necessary for developing a learning hospital system. We then describe how a hospital-wide data-driven approach to inpatient care can facilitate improvements in the quality of hospital care. PMID:27805797
Re-engineering the process of medical imaging physics and technology education and training.
Sprawls, Perry
2005-09-01
The extensive availability of digital technology provides an opportunity for enhancing both the effectiveness and efficiency of virtually all functions in the process of medical imaging physics and technology education and training. This includes degree granting academic programs within institutions and a wide spectrum of continuing education lifelong learning activities. Full achievement of the advantages of technology-enhanced education (e-learning, etc.) requires an analysis of specific educational activities with respect to desired outcomes and learning objectives. This is followed by the development of strategies and resources that are based on established educational principles. The impact of contemporary technology comes from its ability to place learners into enriched learning environments. The full advantage of a re-engineered and implemented educational process involves changing attitudes and functions of learning facilitators (teachers) and resource allocation and sharing both within and among institutions.
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
Creating objects and object categories for studying perception and perceptual learning.
Hauffen, Karin; Bart, Eugene; Brady, Mark; Kersten, Daniel; Hegdé, Jay
2012-11-02
In order to quantitatively study object perception, be it perception by biological systems or by machines, one needs to create objects and object categories with precisely definable, preferably naturalistic, properties. Furthermore, for studies on perceptual learning, it is useful to create novel objects and object categories (or object classes) with such properties. Many innovative and useful methods currently exist for creating novel objects and object categories (also see refs. 7,8). However, generally speaking, the existing methods have three broad types of shortcomings. First, shape variations are generally imposed by the experimenter, and may therefore be different from the variability in natural categories, and optimized for a particular recognition algorithm. It would be desirable to have the variations arise independently of the externally imposed constraints. Second, the existing methods have difficulty capturing the shape complexity of natural objects. If the goal is to study natural object perception, it is desirable for objects and object categories to be naturalistic, so as to avoid possible confounds and special cases. Third, it is generally hard to quantitatively measure the available information in the stimuli created by conventional methods. It would be desirable to create objects and object categories where the available information can be precisely measured and, where necessary, systematically manipulated (or 'tuned'). This allows one to formulate the underlying object recognition tasks in quantitative terms. Here we describe a set of algorithms, or methods, that meet all three of the above criteria. Virtual morphogenesis (VM) creates novel, naturalistic virtual 3-D objects called 'digital embryos' by simulating the biological process of embryogenesis. Virtual phylogenesis (VP) creates novel, naturalistic object categories by simulating the evolutionary process of natural selection. Objects and object categories created by these simulations can be further manipulated by various morphing methods to generate systematic variations of shape characteristics. The VP and morphing methods can also be applied, in principle, to novel virtual objects other than digital embryos, or to virtual versions of real-world objects. Virtual objects created in this fashion can be rendered as visual images using a conventional graphical toolkit, with desired manipulations of surface texture, illumination, size, viewpoint and background. The virtual objects can also be 'printed' as haptic objects using a conventional 3-D prototyper. We also describe some implementations of these computational algorithms to help illustrate the potential utility of the algorithms. It is important to distinguish the algorithms from their implementations. The implementations are demonstrations offered solely as a 'proof of principle' of the underlying algorithms. It is important to note that, in general, an implementation of a computational algorithm often has limitations that the algorithm itself does not have. Together, these methods represent a set of powerful and flexible tools for studying object recognition and perceptual learning by biological and computational systems alike. With appropriate extensions, these methods may also prove useful in the study of morphogenesis and phylogenesis.
NASA Astrophysics Data System (ADS)
Dorn-Wallenstein, Trevor Z.; Levesque, Emily
2017-11-01
Thanks to incredible advances in instrumentation, surveys like the Sloan Digital Sky Survey have been able to find and catalog billions of objects, ranging from local M dwarfs to distant quasars. Machine learning algorithms have greatly aided in the effort to classify these objects; however, there are regimes where these algorithms fail, where interesting oddities may be found. We present here an X-ray bright quasar misidentified as a red supergiant/X-ray binary, and a subsequent search of the SDSS quasar catalog for X-ray bright stars misidentified as quasars.
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…
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
ERIC Educational Resources Information Center
Woo, Jeng-Chung
2014-01-01
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Profiling Language Learners in Hybrid Learning Contexts: Learners' Perceptions
ERIC Educational Resources Information Center
Lintunen, Pekka; Mutta, Maarit; Pelttari, Sanna
2017-01-01
This article discusses formal and informal foreign language learning before university level. The focus is on beginning university students' perceptions of their earlier learning experiences, especially in digital contexts. Language learners' digital competence is a part of their everyday lives, but its relationship to learning in and outside…
ERIC Educational Resources Information Center
Benini, Silvia; Murray, Liam
2013-01-01
More than 10 years have passed since the first introduction of the term "digital natives" in Prensky's (2001a, 2001b) two seminal articles. Prensky argues that students today, having grown up in the Digital Age, learn differently from their predecessors, or "digital immigrants". As such, the pedagogical tools and methods used…
The Digital Skills Paradox: How Do Digitally Excluded Youth Develop Skills to Use the Internet?
ERIC Educational Resources Information Center
Eynon, Rebecca; Geniets, Anne
2016-01-01
Digital skills are an important aspect of ensuring that all young people are digitally included. Yet, there tends to be an assumption in popular discourse that young people can simply learn these skills by themselves. While experience of technologies forms an important part of the learning process, other resources (i.e., access to technology and…
Christiansen, Angela
2011-04-01
This paper reports the findings of a phenomenographic study which sought to identify the different ways in which patient digital stories influence students' professional learning. Patient digital stories are short multimedia presentations that combine personal narratives, images and music to create a unique and often emotional story of a patients' experience of health care. While these are increasingly used in professional education little is known about how and what students learn through engagement with patient digital stories. Drawing upon interviews with 20 students within a pre-registration nursing programme in the UK, the study identifies four qualitatively different ways in which students approach and make sense of patient digital stories with implications for learning and professional identity development. Through an identification of the critical aspects of this variation valuable insights are generated into the pedagogic principles likely to engender transformational learning and patient centred practice. Copyright © 2010 Elsevier Ltd. All rights reserved.
Kanthan, Rani; Senger, Jenna-Lynn
2011-01-01
The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.
Di Giacomo, Dina; Ranieri, Jessica; Lacasa, Pilar
2017-01-01
Large use of technology improved quality of life across aging and favoring the development of digital skills. Digital skills can be considered an enhancing to human cognitive activities. New research trend is about the impact of the technology in the elaboration information processing of the children. We wanted to analyze the influence of technology in early age evaluating the impact on cognition. We investigated the performance of a sample composed of n. 191 children in school age distributed in two groups as users: high digital users and low digital users. We measured the verbal and visuoperceptual cognitive performance of children by n. 8 standardized psychological tests and ad hoc self-report questionnaire. Results have evidenced the influence of digital exposition on cognitive development: the cognitive performance is looked enhanced and better developed: high digital users performed better in naming, semantic, visual memory and logical reasoning tasks. Our finding confirms the data present in literature and suggests the strong impact of the technology using not only in the social, educational and quality of life of the people, but also it outlines the functionality and the effect of the digital exposition in early age; increased cognitive abilities of the children tailor digital skilled generation with enhanced cognitive processing toward to smart learning.
Twelve tips for using digital storytelling to promote reflective learning by medical students.
Sandars, John; Murray, Christopher; Pellow, Andy
2008-01-01
Digital storytelling has potential to motivate students to engage in reflective learning since it uses a range of new technologies and multimedia that are more familiar to young people. The use of visual and audio media offers creative opportunities that can motivate students to develop deeper learning. A structured approach to creating a digital story is essential so that its potential is achieved.
Digital mapping techniques '00, workshop proceedings - May 17-20, 2000, Lexington, Kentucky
Soller, David R.
2000-01-01
Introduction: The Digital Mapping Techniques '00 (DMT'00) workshop was attended by 99 technical experts from 42 agencies, universities, and private companies, including representatives from 28 state geological surveys (see Appendix A). This workshop was similar in nature to the first three meetings, held in June, 1997, in Lawrence, Kansas (Soller, 1997), in May, 1998, in Champaign, Illinois (Soller, 1998a), and in May, 1999, in Madison, Wisconsin (Soller, 1999). This year's meeting was hosted by the Kentucky Geological Survey, from May 17 to 20, 2000, on the University of Kentucky campus in Lexington. As in the previous meetings, the objective was to foster informal discussion and exchange of technical information. When, based on discussions at the workshop, an attendee adopts or modifies a newly learned technique, the workshop clearly has met that objective. Evidence of learning and cooperation among participating agencies continued to be a highlight of the DMT workshops (see example in Soller, 1998b, and various papers in this volume). The meeting's general goal was to help move the state geological surveys and the USGS toward development of more cost-effective, flexible, and useful systems for digital mapping and geographic information systems (GIS) analysis. Through oral and poster presentations and special discussion sessions, emphasis was given to: 1) methods for creating and publishing map products (here, 'publishing' includes Web-based release); 2) continued development of the National Geologic Map Database; 3) progress toward building a standard geologic map data model; 4) field data-collection systems; and 5) map citation and authorship guidelines. Four representatives of the GIS hardware and software vendor community were invited to participate. The four annual DMT workshops were coordinated by the AASG/USGS Data Capture Working Group, which was formed in August, 1996, to support the Association of American State Geologists and the USGS in their effort to build a National Geologic Map Database (see Soller and Berg, this volume, and http://ncgmp.usgs.gov/ngmdbproject/standards/datacapt/). The Working Group was formed because increased production efficiencies, standardization, and quality of digital map products were needed to help the Database, and the State and Federal geological surveys, provide more high-quality digital maps to the public.
NASA Technical Reports Server (NTRS)
Djorgovski, S. G.
1994-01-01
We developed a package to process and analyze the data from the digital version of the Second Palomar Sky Survey. This system, called SKICAT, incorporates the latest in machine learning and expert systems software technology, in order to classify the detected objects objectively and uniformly, and facilitate handling of the enormous data sets from digital sky surveys and other sources. The system provides a powerful, integrated environment for the manipulation and scientific investigation of catalogs from virtually any source. It serves three principal functions: image catalog construction, catalog management, and catalog analysis. Through use of the GID3* Decision Tree artificial induction software, SKICAT automates the process of classifying objects within CCD and digitized plate images. To exploit these catalogs, the system also provides tools to merge them into a large, complex database which may be easily queried and modified when new data or better methods of calibrating or classifying become available. The most innovative feature of SKICAT is the facility it provides to experiment with and apply the latest in machine learning technology to the tasks of catalog construction and analysis. SKICAT provides a unique environment for implementing these tools for any number of future scientific purposes. Initial scientific verification and performance tests have been made using galaxy counts and measurements of galaxy clustering from small subsets of the survey data, and a search for very high redshift quasars. All of the tests were successful and produced new and interesting scientific results. Attachments to this report give detailed accounts of the technical aspects of the SKICAT system, and of some of the scientific results achieved to date. We also developed a user-friendly package for multivariate statistical analysis of small and moderate-size data sets, called STATPROG. The package was tested extensively on a number of real scientific applications and has produced real, published results.
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…
Zhang, Wei; Gordon, Andrew M; Fu, Qiushi; Santello, Marco
2010-06-01
Planning of object manipulations is dependent on the ability to generate, store, and retrieve sensorimotor memories of previous actions associated with grasped objects. However, the sensorimotor memory representations linking object properties to the planning of grasp are not well understood. Here we use an object rotation task to gain insight into the mechanisms underlying the nature of these sensorimotor memories. We asked subjects to grasp a grip device with an asymmetrical center of mass (CM) anywhere on its vertical surfaces and lift it while minimizing object roll. After subjects learned to minimize object roll by generating a compensatory moment, they were asked to rotate the object 180 degrees about a vertical axis and lift it again. The rotation resulted in changing the direction of external moment opposite to that experienced during the prerotation block. Anticipatory grasp control was quantified by measuring the compensatory moment generated at object lift onset by thumb and index finger forces through their respective application points. On the first postrotation trial, subjects failed to generate a compensatory moment to counter the external moment caused by the new CM location, thus resulting in a large object roll. Nevertheless, after several object rotations subjects reduced object roll on the initial postrotation trials by anticipating the new CM location through the modulation of digit placement but not tangential forces. The differential improvement in modulating these two variables supports the notion of independent memory representations of kinematics and kinetics and is discussed in relation to neural mechanisms underlying visuomotor transformations.
Zhang, Wei; Gordon, Andrew M.; Fu, Qiushi
2010-01-01
Planning of object manipulations is dependent on the ability to generate, store, and retrieve sensorimotor memories of previous actions associated with grasped objects. However, the sensorimotor memory representations linking object properties to the planning of grasp are not well understood. Here we use an object rotation task to gain insight into the mechanisms underlying the nature of these sensorimotor memories. We asked subjects to grasp a grip device with an asymmetrical center of mass (CM) anywhere on its vertical surfaces and lift it while minimizing object roll. After subjects learned to minimize object roll by generating a compensatory moment, they were asked to rotate the object 180° about a vertical axis and lift it again. The rotation resulted in changing the direction of external moment opposite to that experienced during the prerotation block. Anticipatory grasp control was quantified by measuring the compensatory moment generated at object lift onset by thumb and index finger forces through their respective application points. On the first postrotation trial, subjects failed to generate a compensatory moment to counter the external moment caused by the new CM location, thus resulting in a large object roll. Nevertheless, after several object rotations subjects reduced object roll on the initial postrotation trials by anticipating the new CM location through the modulation of digit placement but not tangential forces. The differential improvement in modulating these two variables supports the notion of independent memory representations of kinematics and kinetics and is discussed in relation to neural mechanisms underlying visuomotor transformations. PMID:20357064
NASA Astrophysics Data System (ADS)
Gülch, E.; Al-Ghorani, N.; Quedenfeldt, B.; Braun, J.
2012-07-01
There does already exist a wide variety of tutorials and on-line courses on Photogrammetry and Remote Sensing very often used in academia. Many of them are still rather static and tedious or target high-knowledge learners. E-learning is, however, increasingly applied by many organizations and companies for life-long learning (like e.g. the EduServ courses of EuroSDR), but also for training of resellers and in order to save the expenses and time of travelling. A new issue of this project when taking into account the ethnic mentality in some countries like Saudi Arabia where it is impossible to mix the females and males at any institution type or for instance to teach ladies by a male teacher face to face, many academic workshops have been done separately twice by foreign organizations to adapt this situation. This paper will focus on these issues and present experiences gathered from a Master Thesis on "E-learning in Digital Photogrammetry and Remote Sensing for Non Experts using Moodle" at HFT Stuttgart in co-operation with a software vendor and a reseller and experiences from a current European Tempus IV project GIDEC (Geographic information technology for sustainable development in Eastern neighouring countries). The aim of this research is to provide an overview on available methods and tools and classify and judge their feasibility for the above mentioned scenarios. A more detailed description is given on the development of e-learning applications for Digital Photogrammetry and Remote Sensing using the open source package Moodle as platform. A first item covers the experiences from setting up and handling of Moodle for non-experts. The major emphasis is then on developing and analyzing some few case studies for lectures, exercises, and software training in the fields of Digital Photogrammetry and Remote Sensing. Feedback from students and company staff will be evaluated and incorporated in an improved design and sample implementation. A further focus is on free software and tools to allow an easy integration of dedicated methods as audio and video flashes, quizzes for self evaluation, dynamic training, web-conference, etc. into the e-learning platform. The overall objective is to evaluate on how far it is currently possibly to allow the non-experts from academic and non academic sectors to get the initial experience and knowledge in Digital Photogrammetry and Remote Sensing in a modern, flexible and economic way. The time and the skills required for developing web-based materials will thus be investigated in more detail. Additionally, the quality of the developed e-learning application will be assessed based on a list of quality criteria developed.
Digital Badges--Rewards for Learning?
ERIC Educational Resources Information Center
Shields, Rebecca; Chugh, Ritesh
2017-01-01
Digital badges are quickly becoming an appropriate, easy and efficient way for educators, community groups and other professional organisations, to exhibit and reward participants for skills obtained in professional development or formal and informal learning. This paper offers an account of digital badges, how they work and the underlying…
Distributed Leadership and Digital Collaborative Learning: A Synergistic Relationship?
ERIC Educational Resources Information Center
Harris, Alma; Jones, Michelle; Baba, Suria
2013-01-01
This paper explores the synergy between distributed leadership and digital collaborative learning. It argues that distributed leadership offers an important theoretical lens for understanding and explaining how digital collaboration is best supported and led. Drawing upon evidence from two online educational platforms, the paper explores the…
Student Satisfaction with Asynchronous Learning
ERIC Educational Resources Information Center
Dziuban, Charles; Moskal, Patsy; Brophy, Jay; Shea, Peter
2007-01-01
The authors discuss elements that potentially impact student satisfaction with asynchronous learning: the media culture, digital, personal and mobile technologies, student learning preferences, pedagogy, complexities of measurement, and the digital generation. They describe a pilot study to identify the underlying dimensions of student…
ERIC Educational Resources Information Center
Dickey, Michele D.
2015-01-01
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
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…
The Effects of Digital Learning Material on Students' Mathematics Learning in Vocational Education
ERIC Educational Resources Information Center
Zwart, Diana P.; Van Luit, Johannes E. H.; Noroozi, Omid; Goei, Sui Lin
2017-01-01
This study investigates the effects of Digital Learning Material (DLM) including instructional clips, online guidance, structuring of content, and a collaboration tool on students' mathematics learning in Dutch vocational education. A pretest-posttest design was used. Apprenticeship students were asked to complete assignments and to discuss them…
ERIC Educational Resources Information Center
Costa, Jonathan P., Sr.
2012-01-01
The evidence is undeniable and abundant: the future of learning and work is digital. Yet despite the possibilities, progress toward a truly 21st century learning environment is painfully lacking: the printed page still forms the foundation of learning for most students. How can public schools meet the challenges of the modern learner when they are…
Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts
ERIC Educational Resources Information Center
Denham, André R.; Guyotte, Kelly W.
2018-01-01
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…
User Acceptance of Mobile Knowledge Management Learning System: Design and Analysis
ERIC Educational Resources Information Center
Chen, Hong-Ren; Huang, Hui-Ling
2010-01-01
Thanks to advanced developments in wireless technology, learners can now utilize digital learning websites at anytime and anywhere. Mobile learning captures more and more attention in the wave of digital learning. Evolving use of knowledge management plays an important role to enhance problem solving skills. Recently, innovative approaches for…
Response to "Expanding Access to Learning with Mobile Digital Devices"
ERIC Educational Resources Information Center
Vanek, Jen
2017-01-01
In his article "Expanding Access to Learning with Mobile Digital Devices" (EJ1150752), Jeff Carter recommended a balanced perspective when measuring the potential of mobile learning to redefine teaching and learning for adults with basic skills needs. In response to Carter's article, the author makes some recommendations that she thinks…
ERIC Educational Resources Information Center
Dalton, Elizabeth M.
2017-01-01
Universal Design for Learning (UDL), a framework for designing instruction to address the wide range of learner variation in today's inclusive classrooms, can be applied effectively to broaden access, understanding, and engagement in digital and media literacy learning for ALL. UDL supports constructivist learning principles. UDL strategies and…
Learning Analytics for Communities of Inquiry
ERIC Educational Resources Information Center
Kovanovic, Vitomir; Gaševic, Dragan; Hatala, Marek
2014-01-01
This paper describes doctoral research that focuses on the development of a learning analytics framework for inquiry-based digital learning. Building on the Community of Inquiry model (CoI)--a foundation commonly used in the research and practice of digital learning and teaching--this research builds on the existing body of knowledge in two…
Designing Science Learning with Game-Based Approaches
ERIC Educational Resources Information Center
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina
2014-01-01
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Do pre-trained deep learning models improve computer-aided classification of digital mammograms?
NASA Astrophysics Data System (ADS)
Aboutalib, Sarah S.; Mohamed, Aly A.; Zuley, Margarita L.; Berg, Wendie A.; Luo, Yahong; Wu, Shandong
2018-02-01
Digital mammography screening is an important exam for the early detection of breast cancer and reduction in mortality. False positives leading to high recall rates, however, results in unnecessary negative consequences to patients and health care systems. In order to better aid radiologists, computer-aided tools can be utilized to improve distinction between image classifications and thus potentially reduce false recalls. The emergence of deep learning has shown promising results in the area of biomedical imaging data analysis. This study aimed to investigate deep learning and transfer learning methods that can improve digital mammography classification performance. In particular, we evaluated the effect of pre-training deep learning models with other imaging datasets in order to boost classification performance on a digital mammography dataset. Two types of datasets were used for pre-training: (1) a digitized film mammography dataset, and (2) a very large non-medical imaging dataset. By using either of these datasets to pre-train the network initially, and then fine-tuning with the digital mammography dataset, we found an increase in overall classification performance in comparison to a model without pre-training, with the very large non-medical dataset performing the best in improving the classification accuracy.
Learning in Home Care: A Digital Artifact as a Designated Boundary Object-in-Use
ERIC Educational Resources Information Center
Islind, Anna Sigridur; Lundh Snis, Ulrika
2017-01-01
Purpose: The aim of this paper is to understand how the role of an mHealth artifact plays out in home care settings. An mHealth artifact, in terms of a mobile app, was tested to see how the quality of home care work practice was enhanced and changed. The research question is: In what ways does an mHealth artifact re-shape a home care practice and…
Anthropomorphic robot for recognition of objects
NASA Astrophysics Data System (ADS)
Ginzburg, Vera M.
1999-08-01
Heated debates were taking place a few decades ago between the proponents of digital and analog methods in information. Technology have resulted in unequivocal triumph of the former. However, some serious technological problems confronting the world civilization on the threshold of the new millennium, such as Y2K and computer network vulnerability, probably spring from this one-sided approach. Dire consequences of problems of this kind can be alleviated through learning from the nature.
Image analysis and machine learning in digital pathology: Challenges and opportunities.
Madabhushi, Anant; Lee, George
2016-10-01
With the rise in whole slide scanner technology, large numbers of tissue slides are being scanned and represented and archived digitally. While digital pathology has substantial implications for telepathology, second opinions, and education there are also huge research opportunities in image computing with this new source of "big data". It is well known that there is fundamental prognostic data embedded in pathology images. The ability to mine "sub-visual" image features from digital pathology slide images, features that may not be visually discernible by a pathologist, offers the opportunity for better quantitative modeling of disease appearance and hence possibly improved prediction of disease aggressiveness and patient outcome. However the compelling opportunities in precision medicine offered by big digital pathology data come with their own set of computational challenges. Image analysis and computer assisted detection and diagnosis tools previously developed in the context of radiographic images are woefully inadequate to deal with the data density in high resolution digitized whole slide images. Additionally there has been recent substantial interest in combining and fusing radiologic imaging and proteomics and genomics based measurements with features extracted from digital pathology images for better prognostic prediction of disease aggressiveness and patient outcome. Again there is a paucity of powerful tools for combining disease specific features that manifest across multiple different length scales. The purpose of this review is to discuss developments in computational image analysis tools for predictive modeling of digital pathology images from a detection, segmentation, feature extraction, and tissue classification perspective. We discuss the emergence of new handcrafted feature approaches for improved predictive modeling of tissue appearance and also review the emergence of deep learning schemes for both object detection and tissue classification. We also briefly review some of the state of the art in fusion of radiology and pathology images and also combining digital pathology derived image measurements with molecular "omics" features for better predictive modeling. The review ends with a brief discussion of some of the technical and computational challenges to be overcome and reflects on future opportunities for the quantitation of histopathology. Copyright © 2016 Elsevier B.V. All rights reserved.
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…
Neurocognitive Changes among Elderly Exposed to PCBs/PCDFs in Taiwan
Lin, Kao-Chang; Guo, Nai-Wen; Tsai, Pei-Chien; Yang, Chiu-Yueh; Guo, YueLiang Leon
2008-01-01
Background In 1979 approximately 2,000 people were exposed to polychlorinated biphenyls (PCBs) and polychlorinated dibenzofurans (PCDFs) due to ingestion of contaminated cooking oil in Taiwan. Although a previous study has shown delayed developmental milestones and poorer neurocognitive functioning in children born to exposed mothers, it is unclear whether neurocognitive functioning was impaired in people who were directly exposed to the PCBs and PDCFs. Objective The objective of this study was to compare neurocognitive functioning in people exposed to PCBs and PCDFs with that of unexposed sex- and age-matched neighbors. Methods We conducted a retrospective cohort study among exposed and unexposed subjects ≥60 years of age using prospective outcome measurements. We evaluated neurocognitive tests including cognition, memory modalities, learning, motor and sensory function, mood, and daily activity. Results In total, 162 (59%) exposed and 151 (55%) reference subjects completed this study. In exposed men, all test results were similar to the reference group; however, exposed women had reduced functioning in attention and digit span (ADS), visual memory span (VMS), and verbal memory recalls (VMR), especially learning ability. We also found a borderline reduction in the Mini-Mental State Examination. The digit symbol, motor, sensory, depression (determined by the Geriatric Depression Scale-Short Form), and activity of daily life were not different between the exposed and reference groups. A significant dose–response relationship was found for VMR, ADS, and VMS. Conclusion Our study showed dose-dependent neurocognitive deficits in certain aspects of attention, visual memory, and learning ability in women previously exposed to PCBs and PCDFs, but not in exposed men. PMID:18288316
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.
How do young and senior cytopathologists interact with digital cytology?
Giovagnoli, Maria Rosaria; Giarnieri, Enrico; Carico, Elisabetta; Giansanti, Daniele
2010-01-01
Today thanks to the technological advances in information technology the scenario of utilization of digital cytology has radically changed. New competitive systems, such as client-server architectures are now available in digital cytology. Their application in telemedicine should be investigated. A new interactive tool designed for the final destination user (the cytopathologist) has been proposed. Taking into account the different expertise of the subjects of the study, the investigation was focused both on the senior cytopathologist and on the younger student pathologist. The methodology was tested on 10 students of a Master in cytopathology and on 3 senior cytopathologists. The study showed that the use of digital cytology applications is effective and feasible for telediagnosis. In particular, the study on younger and senior expert investigators showed that, although they interacted with the novel technology of the virtual slide in a different manner, all of them reached the objective of a "correct diagnosis". This investigation, in consideration of the effectiveness of the digital cytology, also showed other indirect and tangible cost-beneft and quantitative advantages. In particular for the learning methodologies for the students of the Master itself and for the biomedical personnel involved in diagnosis.
ERIC Educational Resources Information Center
Eagle, Sarah
2012-01-01
This paper develops an approach to thinking about young children, digital technologies and learning, drawing on research literature that relates children's learning to the use of books, and on literature that discusses the nature of interaction between adults and children and its relationship to children's learning. An analysis is given of parents…
ERIC Educational Resources Information Center
Krull, G. E.; Mallinson, B. J.; Sewry, D. A.
2006-01-01
The development of Internet technologies has the ability to provide a new era of easily accessible and personalised learning, facilitated through the flexible deployment of small, reusable pieces of digital learning content over networks. Higher education institutions can share and reuse digital learning resources in order to improve their…
The Need for a Strategic Foundation for Digital Learning and Knowledge Management Solutions
ERIC Educational Resources Information Center
Asgarkhani, Mehdi
2004-01-01
This paper elaborates on the importance of a strategic foundation when digital learning or knowledge management (KM) solutions are planned and developed. It looks at some key issues of e-Learning and knowledge management (KM) through discussing the various stages (technologies) and potential benefits of e-Learning; the state of the e-Learning…
ERIC Educational Resources Information Center
Niess, Margaret L.; Gillow-Wiles, Henry
2014-01-01
This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…
ERIC Educational Resources Information Center
Engeness, Irina; Edwards, Anne
2017-01-01
The relationship between the different mediational means for supporting students' learning with digital tools in science group work in a Norwegian lower-secondary school is examined. Analyses of teacher-student and student-student interactions are located in cultural-historical theory and draw on Galperin's conceptualisation of learning processes.…
A Digital Coach That Provides Affective and Social Learning Support to Low-Literate Learners
ERIC Educational Resources Information Center
Schouten, Dylan G. M.; Venneker, Fleur; Bosse, Tibor; Neerincx, Mark A.; Cremers, Anita H. M.
2018-01-01
In this study, we investigate if a digital coach for low-literate learners that provides cognitive learning support based on scaffolding can be improved by adding affective learning support based on motivational interviewing, and social learning support based on small talk. Several knowledge gaps are identified: motivational interviewing and small…
Weblogs for English Language Learning: Students' Perceptions
ERIC Educational Resources Information Center
Wan, Juida; Tan, Bee Hoon
2011-01-01
The digital explosion of information on the Internet has resulted in a need for a new and up-to-date way for Digital Natives to learn English. Educators have reported numerous benefits of using weblogs in English language learning. This article presents a small scale study on the use of weblogs for English language learning at tertiary level in…
ERIC Educational Resources Information Center
Sun, Zhong; Jiang, Yuzhen
2015-01-01
Digital textbooks that offer multimedia features, interactive controls, e-annotation and learning process tracking are gaining increasing attention in today's mobile learning era, particularly with the rapid development of mobile learning terminals such as Apple's iPad series and Android-based models. Accordingly, this study explores how…
ERIC Educational Resources Information Center
Bannin, B. Pidgeon
2016-01-01
The adult learner has experienced a massive change in learning options. From a traditional face-to-face classroom with the professor imparting knowledge to a mobile digital learning venue that encourages self-direction and transformative learning, the student is the focus and the professor becomes the facilitator. Adult learners seek out learning…
Assessment of Learning in Digital Interactive Social Networks: A Learning Analytics Approach
ERIC Educational Resources Information Center
Wilson, Mark; Gochyyev, Perman; Scalise, Kathleen
2016-01-01
This paper summarizes initial field-test results from data analytics used in the work of the Assessment and Teaching of 21st Century Skills (ATC21S) project, on the "ICT Literacy--Learning in digital networks" learning progression. This project, sponsored by Cisco, Intel and Microsoft, aims to help educators around the world enable…
Cognitive Learning Styles and Digital Equity: Searching for the Middle Way
ERIC Educational Resources Information Center
Hardaker, Glenn; Dockery, Richard; Sabki, A'ishah Ahmad
2010-01-01
This research is driven by a desire to understand the lifelong learner in the context of styles of learning and the emerging implications of technology enhanced learning for digital equity. Recognising cognitive learning styles is the first step educators need to take in order to be most effective in working with students of diversity and bridging…
Rångtell, Frida H; Karamchedu, Swathy; Andersson, Peter; Liethof, Lisanne; Olaya Búcaro, Marcela; Lampola, Lauri; Schiöth, Helgi B; Cedernaes, Jonathan; Benedict, Christian
2018-01-31
Acute sleep deprivation can lead to judgement errors and thereby increases the risk of accidents, possibly due to an impaired working memory. However, whether the adverse effects of acute sleep loss on working memory are modulated by auditory distraction in women and men are not known. Additionally, it is unknown whether sleep loss alters the way in which men and women perceive their working memory performance. Thus, 24 young adults (12 women using oral contraceptives at the time of investigation) participated in two experimental conditions: nocturnal sleep (scheduled between 22:30 and 06:30 hours) versus one night of total sleep loss. Participants were administered a digital working memory test in which eight-digit sequences were learned and retrieved in the morning after each condition. Learning of digital sequences was accompanied by either silence or auditory distraction (equal distribution among trials). After sequence retrieval, each trial ended with a question regarding how certain participants were of the correctness of their response, as a self-estimate of working memory performance. We found that sleep loss impaired objective but not self-estimated working memory performance in women. In contrast, both measures remained unaffected by sleep loss in men. Auditory distraction impaired working memory performance, without modulation by sleep loss or sex. Being unaware of cognitive limitations when sleep-deprived, as seen in our study, could lead to undesirable consequences in, for example, an occupational context. Our findings suggest that sleep-deprived young women are at particular risk for overestimating their working memory performance. © 2018 The Authors. Journal of Sleep Research published by John Wiley & Sons Ltd on behalf of European Sleep Research Society.
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…
Intergenerational Learning Practices--Digital Leaders in Schools
ERIC Educational Resources Information Center
Passey, Don
2014-01-01
This paper explores the management and outcomes of a specific model of intergenerational learning, concerned with student digital leader support in a number of secondary schools in England. A local educational partnership set up a student digital leader project late in 2011, which aimed to develop a range of skills and outcomes for both the…
Supporting Teachers' Reflection and Learning through Structured Digital Teaching Portfolios
ERIC Educational Resources Information Center
Sung, Y. -T.; Chang, K. -E.; Yu, W. -C.; Chang, T. -H.
2009-01-01
Digital teaching portfolios have been proposed as an effective tool for teacher learning and professional development, but there is a lack of empirical evidence supporting their effectiveness. This study proposed the design of a structured digital portfolio equipped with multiple aids (e.g. self-assessment, peer assessment, discussion and journal…
ERIC Educational Resources Information Center
Henderson, Michael; Selwyn, Neil; Aston, Rachel
2017-01-01
Digital technologies are now an integral aspect of the university student experience. As such, academic research has understandably focused on the potential of various digital technologies to enable, extend and even "enhance" student learning. This paper offers an alternate perspective on these issues by exploring students' actual…
Digital Learning: Meeting the Challenges and Embracing the Opportunities for Teachers. Issue Brief
ERIC Educational Resources Information Center
Collier, Denise; Burkholder, Karla; Branum, Tabitha
2013-01-01
Today's students are often called "digital-age learners"--reflecting their technological savvy and free-agent approach to learning. With their iPods, iPhones, computer games, social media pages, and text messaging, these digital-age students have access to resources and knowledge beyond traditional school structures and practices. These…
ERIC Educational Resources Information Center
Fuller, Ian C.; France, Derek
2016-01-01
The connection between fieldwork and development of graduate attributes is explored in this paper. Digital technologies present opportunities to potentially enhance the learning experience of students undertaking fieldwork, and develop core digital attributes and competencies required by Higher Education Institutions (HEIs) and employers. This…
Digital Portfolios and Learning: The Students' Voices
ERIC Educational Resources Information Center
Donnelly, Brian Francis
2010-01-01
The convergence of innovations in digital technologies and expanding global internet connectivity has given rise to an emerging field of study identified as Digital Media and Learning (DML). (Davidson and Goldberg, 2009; Gee, 2009; Ito, Horst and Bittanti, 2008; Jenkins and Purushotma, 2008). In describing his work for the MacArthur Foundation's…
Identifying Different Registers of Digital Literacy in Virtual Learning Environments
ERIC Educational Resources Information Center
Knutsson, Ola; Blasjo, Mona.; Hallsten, Stina; Karlstrom, Petter
2012-01-01
In this paper social semiotics, and systemic functional linguistics in particular, are used in order to identify registers of digital literacy in the use of virtual learning environments. The framework of social semiotics provides means to systemize and discuss digital literacy as a linguistic and semiotic issue. The following research question…
ERIC Educational Resources Information Center
Gobel, Peter; Kano, Makimi
2016-01-01
Digital storytelling projects provide a variety of opportunities for learning in the language classroom, but along with these opportunities come a number of challenges for both pedagogy and technology. This presentation describes an ongoing multi-method study into factors involved in task-based learning using digital storytelling. Using intact…
Student Adoption & Development of Digital Learning Media: Action Research and Recommended Practices
ERIC Educational Resources Information Center
Tabor, Sharon W.; Minch, Robert P.
2013-01-01
Digital technologies offer many opportunities for creating engaging course content. In this study we captured student perceptions and adoption choices related to creating and using digital media as learning tools. Podcasts, video and other media were integrated in a variety of contexts and tasks in two undergraduate information technology (IT)…
Endogenous Fantasy and Learning in Digital Games
ERIC Educational Resources Information Center
Habgood, M. P. J.; Ainsworth, S. E.; Benford, S.
2005-01-01
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
A Principled Approach to Utilizing Digital Games in the Language Learning Classroom
ERIC Educational Resources Information Center
Baierschmidt, Jared
2013-01-01
Empirical research into the use of digital games for educational purposes has shown promising results such as increased learner motivation, improved learner retention of information, and increased learner interest in subject matter. Furthermore, in the field of language learning, digital games have been used successfully in a variety of ways such…
Literary Education and Digital Learning: Methods and Technologies for Humanities Studies
ERIC Educational Resources Information Center
van Peer, Willie, Ed.; Zyngier, Sonia, Ed.; Viana, Vander, Ed.
2010-01-01
Today's popularization of modern technologies has allowed literature specialists to access an array of new opportunities in the digital medium, which have brought about an equal number of challenges and questions. This book provides insight into the most relevant issues in literary education and digital learning. This unique reference fills a gap…
Learner-Controlled Scaffolding Linked to Open-Ended Problems in a Digital Learning Environment
ERIC Educational Resources Information Center
Edson, Alden Jack
2017-01-01
This exploratory study reports on how students activated learner-controlled scaffolding and navigated through sequences of connected problems in a digital learning environment. A design experiment was completed to (re)design, iteratively develop, test, and evaluate a digital version of an instructional unit focusing on binomial distributions and…
ERIC Educational Resources Information Center
Mohamed Razali, Abu Bakar
2013-01-01
Very little is known about how teachers' "conceptualizations" of digital technology and their "uses" of the technology evolve and relate. Yet knowing about and understanding teachers' conceptions and uses of digital technology are essential for learning how teachers integrate it effectively for student learning. By applying…
Designing Social Media for Informal Learning and Knowledge Maturing in the Digital Workplace
ERIC Educational Resources Information Center
Ravenscroft, A.; Schmidt, A.; Cook, J.; Bradley, C.
2012-01-01
This paper presents an original approach to designing social media that support informal learning in the digital workplace. It adapts design-based research to take into account the embeddedness of interactions within digitally mediated work-based contexts. The approach is demonstrated through the design, implementation, and evaluation of software…
Designing Computer-Based Learning Contents: Influence of Digital Zoom on Attention
ERIC Educational Resources Information Center
Glaser, Manuela; Lengyel, Dominik; Toulouse, Catherine; Schwan, Stephan
2017-01-01
In the present study, we investigated the role of digital zoom as a tool for directing attention while looking at visual learning material. In particular, we analyzed whether minimal digital zoom functions similarly to a rhetorical device by cueing mental zooming of attention accordingly. Participants were presented either static film clips, film…
Young Children's Learning with Digital Media
ERIC Educational Resources Information Center
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon
2009-01-01
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Brain-Based Teaching in the Digital Age
ERIC Educational Resources Information Center
Sprenger, Marilee
2010-01-01
In the digital age, your students have the ways, means, and speed to gather any information they want. But they need your guidance more than ever. Discover how digital technology is actually changing your students' brains. Learn why this creates new obstacles for teachers, but also opens up potential new pathways for learning. You will understand…
Introduction of Digital Storytelling in Preschool Education: A Case Study from Croatia
ERIC Educational Resources Information Center
Preradovic, Nives Mikelic; Lesin, Gordana; Boras, Damir
2016-01-01
Our case study from Croatia showed the benefits of digital storytelling in a preschool as a basis for the formal ICT education. The statistical analysis revealed significant differences between children aged 6-7 who learned mathematics by traditional storytelling compared to those learning through digital storytelling. The experimental group that…
NASA Astrophysics Data System (ADS)
Wiana, W.
2018-02-01
This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Non-equivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.
Siamese convolutional networks for tracking the spine motion
NASA Astrophysics Data System (ADS)
Liu, Yuan; Sui, Xiubao; Sun, Yicheng; Liu, Chengwei; Hu, Yong
2017-09-01
Deep learning models have demonstrated great success in various computer vision tasks such as image classification and object tracking. However, tracking the lumbar spine by digitalized video fluoroscopic imaging (DVFI), which can quantitatively analyze the motion mode of spine to diagnose lumbar instability, has not yet been well developed due to the lack of steady and robust tracking method. In this paper, we propose a novel visual tracking algorithm of the lumbar vertebra motion based on a Siamese convolutional neural network (CNN) model. We train a full-convolutional neural network offline to learn generic image features. The network is trained to learn a similarity function that compares the labeled target in the first frame with the candidate patches in the current frame. The similarity function returns a high score if the two images depict the same object. Once learned, the similarity function is used to track a previously unseen object without any adapting online. In the current frame, our tracker is performed by evaluating the candidate rotated patches sampled around the previous frame target position and presents a rotated bounding box to locate the predicted target precisely. Results indicate that the proposed tracking method can detect the lumbar vertebra steadily and robustly. Especially for images with low contrast and cluttered background, the presented tracker can still achieve good tracking performance. Further, the proposed algorithm operates at high speed for real time tracking.
How Do Nursing Students Use Digital Tools during Lectures?
Sebri, Isabelle; Bartier, Jean-Claude
2016-01-01
Objectives Teachers often wonder what students are doing during lectures, behind their computers, mobile phones and other digital tools. This study aimed to document the type of tools used during lectures by nursing students and what they do with them. Methods We carried out a descriptive, prospective, multicentre study including 1446 nursing students in Alsace (France). The students filled in an anonymous questionnaire at the end of a lesson they had just attended. Results 99% of the students had taken at least one digital tool to the lesson. 90% had a mobile phone with them. It was mainly used for entertainment (particularly for sending and/or receiving text messages and consulting emails). 52% had a laptop with them. It was essentially used for academic tasks (taking notes, working on other teaching units or revising for exams). Conclusion Most nursing students take a phone or laptop to lectures with them with the intention of using them for entertainment and learning respectively. These results could guide training establishments in drafting their institutional policy concerning the use of digital tools in class. PMID:27812170
Samala, Ravi K; Chan, Heang-Ping; Hadjiiski, Lubomir M; Helvie, Mark A; Richter, Caleb; Cha, Kenny
2018-05-01
Deep learning models are highly parameterized, resulting in difficulty in inference and transfer learning for image recognition tasks. In this work, we propose a layered pathway evolution method to compress a deep convolutional neural network (DCNN) for classification of masses in digital breast tomosynthesis (DBT). The objective is to prune the number of tunable parameters while preserving the classification accuracy. In the first stage transfer learning, 19 632 augmented regions-of-interest (ROIs) from 2454 mass lesions on mammograms were used to train a pre-trained DCNN on ImageNet. In the second stage transfer learning, the DCNN was used as a feature extractor followed by feature selection and random forest classification. The pathway evolution was performed using genetic algorithm in an iterative approach with tournament selection driven by count-preserving crossover and mutation. The second stage was trained with 9120 DBT ROIs from 228 mass lesions using leave-one-case-out cross-validation. The DCNN was reduced by 87% in the number of neurons, 34% in the number of parameters, and 95% in the number of multiply-and-add operations required in the convolutional layers. The test AUC on 89 mass lesions from 94 independent DBT cases before and after pruning were 0.88 and 0.90, respectively, and the difference was not statistically significant (p > 0.05). The proposed DCNN compression approach can reduce the number of required operations by 95% while maintaining the classification performance. The approach can be extended to other deep neural networks and imaging tasks where transfer learning is appropriate.
NASA Astrophysics Data System (ADS)
Samala, Ravi K.; Chan, Heang-Ping; Hadjiiski, Lubomir M.; Helvie, Mark A.; Richter, Caleb; Cha, Kenny
2018-05-01
Deep learning models are highly parameterized, resulting in difficulty in inference and transfer learning for image recognition tasks. In this work, we propose a layered pathway evolution method to compress a deep convolutional neural network (DCNN) for classification of masses in digital breast tomosynthesis (DBT). The objective is to prune the number of tunable parameters while preserving the classification accuracy. In the first stage transfer learning, 19 632 augmented regions-of-interest (ROIs) from 2454 mass lesions on mammograms were used to train a pre-trained DCNN on ImageNet. In the second stage transfer learning, the DCNN was used as a feature extractor followed by feature selection and random forest classification. The pathway evolution was performed using genetic algorithm in an iterative approach with tournament selection driven by count-preserving crossover and mutation. The second stage was trained with 9120 DBT ROIs from 228 mass lesions using leave-one-case-out cross-validation. The DCNN was reduced by 87% in the number of neurons, 34% in the number of parameters, and 95% in the number of multiply-and-add operations required in the convolutional layers. The test AUC on 89 mass lesions from 94 independent DBT cases before and after pruning were 0.88 and 0.90, respectively, and the difference was not statistically significant (p > 0.05). The proposed DCNN compression approach can reduce the number of required operations by 95% while maintaining the classification performance. The approach can be extended to other deep neural networks and imaging tasks where transfer learning is appropriate.
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
Scanning for Digitization Projects
ERIC Educational Resources Information Center
Wentzel, Larry
2007-01-01
Librarians and archivists find themselves facing the prospect of digitization. Everyone is doing it, everyone needs it. Discussions rage nationally and internationally concerning what to digitize and the best means to present and retain digital objects. Digitization is the act of making something digital, expressing a physical object "in numerical…
Rondon, Silmara; Sassi, Fernanda Chiarion; Furquim de Andrade, Claudia Regina
2013-02-25
Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students' prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students' performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students' short and long-term knowledge retention.
2013-01-01
Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention. PMID:23442203
Vandeweerd, Jean-Michel E F; Davies, John C; Pinchbeck, Gina L; Cotton, Jo C
2007-01-01
Case-based e-learning may allow effective teaching of veterinary radiology in the field of equine orthopedics. The objective of this study was to investigate the effectiveness of a new case-based e-learning tool, compared with a standard structured tutorial, in altering students' knowledge and skills about interpretation of radiographs of the digit in the horse. It was also designed to assess students' attitudes toward the two educational interventions. A randomized, single-blinded, controlled trial of 96 fourth-year undergraduate veterinary students, involving an educational intervention of either structured tutorial or case-based e-learning, was performed. A multiple-choice examination based on six learning outcomes was carried out in each group after the session, followed by an evaluation of students' attitudes toward their session on a seven-point scale. Text blanks were available to students to allow them to comment on the educational interventions and on their learning outcomes. Students also rated, on a Likert scale from 1 to 7, their performance for each specific learning outcome and their general ability to use a systematic approach in interpreting radiographs. Data were analyzed using the Mann-Whitney test, the t-test, and the equivalence test. There was no significant difference in student achievement on course tests. The results of the survey suggest positive student attitudes toward the e-learning tool and illustrate the difference between objective ratings and subjective assessments by students in testing a new educational intervention.
D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.
2011-12-01
The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? Which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment? We will share our progress and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.
NASA Astrophysics Data System (ADS)
Sacco, Giovanni Maria; Ferré, Sébastien
This chapter discusses a number of real-world applications of dynamic taxonomies. Most current applications are object-seeking or knowledge-seeking exploratory tasks, and address important areas such as e-commerce, multimedia infobases, diagnostic systems, digital libraries and news systems, e-government, file systems, and geographical information systems. Applications in these areas are discussed in detail in the following, and applications in cultural heritage, art and architecture, e-recruitment, e-hrm, e-matchmaking, e-health, and e-learning are briefly reviewed.
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…
Creating Objects and Object Categories for Studying Perception and Perceptual Learning
Hauffen, Karin; Bart, Eugene; Brady, Mark; Kersten, Daniel; Hegdé, Jay
2012-01-01
In order to quantitatively study object perception, be it perception by biological systems or by machines, one needs to create objects and object categories with precisely definable, preferably naturalistic, properties1. Furthermore, for studies on perceptual learning, it is useful to create novel objects and object categories (or object classes) with such properties2. Many innovative and useful methods currently exist for creating novel objects and object categories3-6 (also see refs. 7,8). However, generally speaking, the existing methods have three broad types of shortcomings. First, shape variations are generally imposed by the experimenter5,9,10, and may therefore be different from the variability in natural categories, and optimized for a particular recognition algorithm. It would be desirable to have the variations arise independently of the externally imposed constraints. Second, the existing methods have difficulty capturing the shape complexity of natural objects11-13. If the goal is to study natural object perception, it is desirable for objects and object categories to be naturalistic, so as to avoid possible confounds and special cases. Third, it is generally hard to quantitatively measure the available information in the stimuli created by conventional methods. It would be desirable to create objects and object categories where the available information can be precisely measured and, where necessary, systematically manipulated (or 'tuned'). This allows one to formulate the underlying object recognition tasks in quantitative terms. Here we describe a set of algorithms, or methods, that meet all three of the above criteria. Virtual morphogenesis (VM) creates novel, naturalistic virtual 3-D objects called 'digital embryos' by simulating the biological process of embryogenesis14. Virtual phylogenesis (VP) creates novel, naturalistic object categories by simulating the evolutionary process of natural selection9,12,13. Objects and object categories created by these simulations can be further manipulated by various morphing methods to generate systematic variations of shape characteristics15,16. The VP and morphing methods can also be applied, in principle, to novel virtual objects other than digital embryos, or to virtual versions of real-world objects9,13. Virtual objects created in this fashion can be rendered as visual images using a conventional graphical toolkit, with desired manipulations of surface texture, illumination, size, viewpoint and background. The virtual objects can also be 'printed' as haptic objects using a conventional 3-D prototyper. We also describe some implementations of these computational algorithms to help illustrate the potential utility of the algorithms. It is important to distinguish the algorithms from their implementations. The implementations are demonstrations offered solely as a 'proof of principle' of the underlying algorithms. It is important to note that, in general, an implementation of a computational algorithm often has limitations that the algorithm itself does not have. Together, these methods represent a set of powerful and flexible tools for studying object recognition and perceptual learning by biological and computational systems alike. With appropriate extensions, these methods may also prove useful in the study of morphogenesis and phylogenesis. PMID:23149420
Autofocusing in digital holography using deep learning
NASA Astrophysics Data System (ADS)
Ren, Zhenbo; Xu, Zhimin; Lam, Edmund Y.
2018-02-01
In digital holography, it is critical to know the distance in order to reconstruct the multi-sectional object. This autofocusing is traditionally solved by reconstructing a stack of in-focus and out-of-focus images and using some focus metric, such as entropy or variance, to calculate the sharpness of each reconstructed image. Then the distance corresponding to the sharpest image is determined as the focal position. This method is effective but computationally demanding and time-consuming. To get an accurate estimation, one has to reconstruct many images. Sometimes after a coarse search, a refinement is needed. To overcome this problem in autofocusing, we propose to use deep learning, i.e., a convolutional neural network (CNN), to solve this problem. Autofocusing is viewed as a classification problem, in which the true distance is transferred as a label. To estimate the distance is equated to labeling a hologram correctly. To train such an algorithm, totally 1000 holograms are captured under the same environment, i.e., exposure time, incident angle, object, except the distance. There are 5 labels corresponding to 5 distances. These data are randomly split into three datasets to train, validate and test a CNN network. Experimental results show that the trained network is capable of predicting the distance without reconstructing or knowing any physical parameters about the setup. The prediction time using this method is far less than traditional autofocusing methods.
Digital recording as a teaching and learning method in the skills laboratory.
Strand, Ingebjørg; Gulbrandsen, Lise; Slettebø, Åshild; Nåden, Dagfinn
2017-09-01
To obtain information on how nursing students react to, think about and learn from digital recording as a learning and teaching method over time. Based on the teaching and learning philosophy of the university college, we used digital recording as a tool in our daily sessions in skills laboratory. However, most of the studies referred to in the background review had a duration of from only a few hours to a number of days. We found it valuable to design a study with a duration of two academic semesters. A descriptive and interpretative design was used. First-year bachelor-level students at the department of nursing participated in the study. Data collection was carried out by employing an 'online questionnaire'. The students answered five written, open-ended questions after each of three practical skill sessions. Kvale and Brinkmann's three levels of understanding were employed in the analysis. The students reported that digital recording affected factors such as feeling safe, secure and confident and that video recording was essential in learning and training practical skills. The use of cameras proved to be useful, as an expressive tool for peer learning because video recording enhances self-assessment, reflection, sensing, psychomotor performance and discovery learning. Digital recording enhances the student's awareness when acquiring new knowledge because it activates cognitive and emotional learning. The connection between tutoring, feedback and technology was clear. The digital recorder gives students direct and immediate feedback on their performance from the various practical procedures, and may aid in the transition from theory to practice. Students experienced more self-confidence and a feeling of safety in their performances. © 2016 John Wiley & Sons Ltd.
Compensation Still Matters: Language Learning Strategies in Third Millennium ESL Learners
ERIC Educational Resources Information Center
Shakarami, Alireza; Hajhashemi, Karim; Caltabiano, Nerina J.
2017-01-01
Digital media play enormous roles in much of the learning, communication, socializing, and ways of working for "Net-Generation" learners who are growing up in a wired world. Living in this digital era may require different ways of communicating, thinking, approaching learning, prioritizing strategies, interpersonally communicating, and…
Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?
ERIC Educational Resources Information Center
Nesbitt, Dallas; Müller, Amanda
2016-01-01
Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…
Leveraging Digital Technology in Social Studies Education
ERIC Educational Resources Information Center
Lundy, Sarah Elizabeth
2014-01-01
Today's K-12 classrooms are increasingly comprised of students who accomplish much of their informal learning through digital media and technology. In response, a growing number of educators are considering how they might draw upon these informal learning experiences to support student engagement and learning in the classroom through technology.…
A Reflexive Evaluation of Technology-Enhanced Learning
ERIC Educational Resources Information Center
Young, Suzanne; Nichols, Helen
2017-01-01
This article explores the lived experiences of two academics in a UK Higher Education Institution who have embedded digital learning approaches within their curriculum delivery. Achieving student excellence can be impeded by a lack of engagement and sense of identity on large courses. Digital learning strategies can offer opportunities to overcome…
Digital Game-Based Learning: What's Literacy Got to Do With It?
ERIC Educational Resources Information Center
Spires, Hiller A.
2015-01-01
Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…
Supporting Lifelong Learning in the Information Age
ERIC Educational Resources Information Center
Zhou, Wei; Yasuda, Takami; Yokoi, Shigeki
2007-01-01
Many countries are considering lifelong learning, which is becoming an important education goal, and promoting lifelong learning in the information age. With the development of Information and Communications Technology (ICT), digital divides have become a major concern in the world. In this study, we focus on three dimensions of digital divides in…
Digital Games: Changing Education, One Raid at a Time
ERIC Educational Resources Information Center
Pivec, Paul; Pivec, Maja
2011-01-01
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
Digital Learning: Strengthening and Assessing 21st Century Skills, Grades 5-8
ERIC Educational Resources Information Center
Serim, Ferdi
2012-01-01
This comprehensive book offers a practical pathway for developing twenty-first-century skills while simultaneously strengthening content-area learning. "Digital Learning" contains a wealth of research-based practices to integrate the International Society for Technology in Education (ISTE) National Education Technology Standards (NETS) for both…
Digital 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…
Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning
ERIC Educational Resources Information Center
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng
2012-01-01
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
CSU Digital Ambassadors: An Empowering and Impactful Faculty Learning Community
ERIC Educational Resources Information Center
Soodjinda, Daniel; Parker, Jessica K.; Ross, Donna L.; Meyer, Elizabeth J.
2014-01-01
This article chronicles the work of the California State University Digital Ambassador Program (DA), a Faculty Learning Community (FLC), which brought together 13 faculty members across the state to create ongoing, targeted spaces of support for colleagues and educational partners to learn about innovative technological and pedagogical practices…
Learning to Draw through Digital Modelling
ERIC Educational Resources Information Center
Temple, Stephen
2016-01-01
The education of architectural designers begins by learning drawing and digital modelling following the notion that students learn these new modes as instruments of thinking in design process. Curricular arguments persist about which mode should follow the other. Difficulties occur when one mode replaces the other. Students uninitiated to design…
Higher-order neural network software for distortion invariant object recognition
NASA Technical Reports Server (NTRS)
Reid, Max B.; Spirkovska, Lilly
1991-01-01
The state-of-the-art in pattern recognition for such applications as automatic target recognition and industrial robotic vision relies on digital image processing. We present a higher-order neural network model and software which performs the complete feature extraction-pattern classification paradigm required for automatic pattern recognition. Using a third-order neural network, we demonstrate complete, 100 percent accurate invariance to distortions of scale, position, and in-plate rotation. In a higher-order neural network, feature extraction is built into the network, and does not have to be learned. Only the relatively simple classification step must be learned. This is key to achieving very rapid training. The training set is much smaller than with standard neural network software because the higher-order network only has to be shown one view of each object to be learned, not every possible view. The software and graphical user interface run on any Sun workstation. Results of the use of the neural software in autonomous robotic vision systems are presented. Such a system could have extensive application in robotic manufacturing.
Jongsma, Marijtje L A; Gerrits, Niels J H M; van Rijn, Clementina M; Quiroga, Rodrigo Quian; Maes, Joseph H R
2012-07-01
The aim of this study was to track recall performance and event-related potentials (ERPs) across multiple trials in a digit-learning task. When a sequence is practiced by repetition, the number of errors typically decreases and a learning curve emerges. Until now, almost all ERP learning and memory research has focused on effects after a single presentation and, therefore, fails to capture the dynamic changes that characterize a learning process. However, the current study used a free-recall task in which a sequence of ten auditory digits was presented repeatedly. Auditory sequences of ten digits were presented in a logical order (control sequences) or in a random order (experimental sequences). Each sequence was presented six times. Participants had to reproduce the sequence after each presentation. EEG recordings were made at the time of the digit presentations. Recall performance for the control sequences was close to asymptote right after the first learning trial, whereas performance for the experimental sequences initially displayed primacy and recency effects. However, these latter effects gradually disappeared over the six repetitions, resulting in near-asymptotic recall performance for all digits. The performance improvement for the middle items of the list was accompanied by an increase in P300 amplitude, implying a close correspondence between this ERP component and the behavioral data. These results, which were discussed in the framework of theories on the functional significance of the P300 amplitude, add to the scarce empirical data on the dynamics of ERP responses in the process of intentional learning. Copyright © 2011 Elsevier B.V. All rights reserved.
From Architectural Photogrammetry Toward Digital Architectural Heritage Education
NASA Astrophysics Data System (ADS)
Baik, A.; Alitany, A.
2018-05-01
This paper considers the potential of using the documentation approach proposed for the heritage buildings in Historic Jeddah, Saudi Arabia (as a case study) by using the close-range photogrammetry / the Architectural Photogrammetry techniques as a new academic experiment in digital architectural heritage education. Moreover, different than most of engineering educational techniques related to architecture education, this paper will be focusing on the 3-D data acquisition technology as a tool to document and to learn the principals of the digital architectural heritage documentation. The objective of this research is to integrate the 3-D modelling and visualisation knowledge for the purposes of identifying, designing and evaluating an effective engineering educational experiment. Furthermore, the students will learn and understand the characteristics of the historical building while learning more advanced 3-D modelling and visualisation techniques. It can be argued that many of these technologies alone are difficult to improve the education; therefore, it is important to integrate them in an educational framework. This should be in line with the educational ethos of the academic discipline. Recently, a number of these technologies and methods have been effectively used in education sectors and other purposes; such as in the virtual museum. However, these methods are not directly coincided with the traditional education and teaching architecture. This research will be introduced the proposed approach as a new academic experiment in the architecture education sector. The new teaching approach will be based on the Architectural Photogrammetry to provide semantically rich models. The academic experiment will require students to have suitable knowledge in both Photogrammetry applications to engage with the process.
Effects of digital game-based learning on student engagement and academic achievement
NASA Astrophysics Data System (ADS)
Little, Timothy W.
This experimental study was designed to determine the effect of digital game-based learning on student engagement and academic achievement. The sample was comprised of 34 students enrolled in a secondary Biology class in a rural public school. The study utilized an experimental pretest-posttest design with switching replications. After random assignment, students participated in one of two supplemental learning activities: playing a digital game designed to review science concepts or participating in a lab to review the same concepts. Students subsequently switched activities. Student achievement data were collected on mastery of science concepts, and student engagement data were collected utilizing self- and teacher-reported measures. Data were analyzed using analysis of variance (ANOVA) with repeated measures. Results demonstrated that the digital game was as effective as the lab activity at increasing teacher-reported student engagement and academic achievement. These findings may be of interest to school administrators or directors of teacher preparation programs on the potential effectiveness of digital games as a learning tool.
Dealing with Unseen Obstacles to Education in the Digital Age
ERIC Educational Resources Information Center
Powell, Valerie J. H.; Sirinterlikci, Arif; Zomp, Christopher; Johnson, Randall S.; Miller, Phillip; Powell, James C.
2013-01-01
This paper updates the efforts to educate blind students in higher education in the digital age and describes how to support the development of mental models in learning through tactile learning and 3D-printing technology. It cites research documenting a drop in Braille literacy along with the growth in use of digital technologies by blind…
Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis
ERIC Educational Resources Information Center
Byun, JaeHwan; Joung, Eunmi
2018-01-01
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
The Relationship between Digital Leadership and Digital Implementation in Elementary Schools
ERIC Educational Resources Information Center
Domeny, Jami V.
2017-01-01
New technological advances are changing the landscape for both teaching and learning at a rapid pace. With an increase in the focus and allocation of funding on technology, schools need leaders who can facilitate the change process and support a digital learning culture for technology integration. As with any focus and initiative in education, the…
ERIC Educational Resources Information Center
Kaplan-Rakowski, Regina; Loranc-Paszylk, Barbara
2017-01-01
This study examines learners' perceptions of the helpfulness of various multimedia components embedded in digital flashcards for explicit, informal foreign language vocabulary learning. Advanced learners of English (N = 59) studied 48 new words using digital flashcards on smartphones. After ten days, the learners completed perception surveys. The…
Moving Digital Libraries into the Student Learning Space: The GetSmart Experience
ERIC Educational Resources Information Center
Marshall, Byron B.; Chen, Hsinchun; Shen, Rao; Fox, Edward A.
2006-01-01
The GetSmart system was built to support theoretically sound learning processes in a digital library environment by integrating course management, digital library, and concept mapping components to support a constructivist, six-step, information search process. In the fall of 2002 more than 100 students created 1400 concept maps as part of…
ERIC Educational Resources Information Center
Phillips, Michael
2016-01-01
This book advances an alternative reading of the social, political and cultural issues surrounding schools and technology and develops a comprehensive overview of the interplay between policy, practice and identity in school workplaces. It explores how digital technologies have become an integral element of the politics and socially negotiated…
The Nerdy Teacher: Pedagogical Identities for a Digital Age
ERIC Educational Resources Information Center
Hull, Glynda; Scott, John; Higgs, Jennifer
2014-01-01
Professional learning around digital media often focuses on tool use and neglects consideration of teachers as interested, creative producers of digital media artifacts. The best way to help teachers learn about and adapt technology in their classrooms is by immersing them in hands-on work in the same way their students use social networks and…
ERIC Educational Resources Information Center
Rimando, Marylen; Smalley, K. Bryant; Warren, Jacob C.
2015-01-01
This article describes the design, implementation and lessons learned from a digital storytelling project in a health promotion theory course. From 2011-2012, 195 health promotion majors completed a digital storytelling project at a Midwestern university. The instructor observed students' understanding of theories and models. This article adds to…
Examining Digital Literacy Competences and Learning Habits of Open and Distance Learners
ERIC Educational Resources Information Center
Ozdamar-Keskin, Nilgun; Ozata, Fatma Zeynep; Banar, Kerim; Royle, Karl
2015-01-01
The purpose of the study is to examine digital literacy competences and learning habits of learners enrolled in the open and distance education system of Anadolu University in Turkey. Data were gathered from 20.172 open and distance learners through a survey which included four parts: demographic information, abilities to use digital technologies,…
Applying the Quadratic Usage Framework to Research on K-12 STEM Digital Learning Resources
ERIC Educational Resources Information Center
Luetkemeyer, Jennifer R.
2016-01-01
Numerous policymakers have called for K-12 educators to increase their effectiveness by transforming science, technology, engineering, and mathematics (STEM) learning and teaching with digital resources and tools. In this study we outline the significance of studying pressing issues related to use of digital resources in the K-12 environment and…
Greening the Net Generation: Outdoor Adult Learning in the Digital Age
ERIC Educational Resources Information Center
Walter, Pierre
2013-01-01
Adult learning today takes place primarily within walled classrooms or in other indoor settings, and often in front of various types of digital screens. As adults have adopted the digital technologies and indoor lifestyle attributed to the so-called "Net Generation," we have become detached from contact with the natural world outdoors.…
Toward a New Approach to the Evaluation of a Digital Curriculum Using Learning Analytics
ERIC Educational Resources Information Center
Rangel, Virginia Snodgrass; Bell, Elizabeth R.; Monroy, Carlos; Whitaker, J. Reid
2015-01-01
Understanding how an educational intervention is implemented is essential to evaluating its effectiveness. With the increased use of digital tools in classrooms, however, traditional methods of measuring implementation fall short. Fortunately, there is a way to learn about the interactions that users have with digital tools that are embedded into…
ERIC Educational Resources Information Center
Vickery, Jacqueline Ryan
2014-01-01
This article considers how after-school digital media clubs, as an example of informal learning, can provide meaningful opportunities for youth to participate in the creation of interest-driven learning ecologies through media production. Ethnographic research was conducted in two after-school digital media clubs at a large, ethnically diverse,…
How Digital Technologies, Blended Learning and MOOCs Will Impact the Future of Higher Education
ERIC Educational Resources Information Center
Morris, Neil P.
2014-01-01
Digital technologies are revolutionizing all parts of society, including higher education. Universities are rapidly adapting to the prevalence of staff and student mobile devices, digital tools and services on campus, and are developing strategies to harness these technologies to enhance student learning. In this paper, I explore the use of…
The Digital Natives as Learners: Technology Use Patterns and Approaches to Learning
ERIC Educational Resources Information Center
Thompson, Penny
2013-01-01
This study investigated the claims made in the popular press about the "digital native" generation as learners. Because students' lives today are saturated with digital media at a time when their brains are still developing, many popular press authors claim that this generation of students thinks and learns differently than any generation that has…
The Effect of Digital Video Games on EFL Students' Language Learning Motivation
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2017-01-01
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
English Digital Dictionaries as Valuable Blended Learning Tools for Palestinian College Students
ERIC Educational Resources Information Center
Dwaik, Raghad A. A.
2015-01-01
Digital technology has become an indispensable aspect of foreign language learning around the globe especially in the case of college students who are often required to finish extensive reading assignments within a limited time period. Such pressure calls for the use of efficient tools such as digital dictionaries to help them achieve their…
ERIC Educational Resources Information Center
Kahn, Robert E.; Lyons, Patrice A.; Brahms, Ewald; Brand, Amy; van den Bergen, Mieke
2001-01-01
Includes four articles that discuss the use of digital objects to represent value in a network environment; digital library initiatives at the central public funding organization for academic research in Germany; an application of the Digital Object Identifier System; and the Web site of the Fermi National Accelerator Laboratory. (LRW)
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.
Jin, Jun; Bridges, Susan M
2014-12-10
As a modern pedagogical philosophy, problem-based learning (PBL) is increasingly being recognized as a major research area in student learning and pedagogical innovation in health sciences education. A new area of research interest has been the role of emerging educational technologies in PBL. Although this field is growing, no systematic reviews of studies of the usage and effects of educational technologies in PBL in health sciences education have been conducted to date. The aim of this paper is to review new and emerging educational technologies in problem-based curricula, with a specific focus on 3 cognate clinical disciplines: medicine, dentistry, and speech and hearing sciences. Analysis of the studies reviewed focused on the effects of educational technologies in PBL contexts while addressing the particular issue of scaffolding of student learning. A comprehensive computerized database search of full-text articles published in English from 1996 to 2014 was carried out using 3 databases: ProQuest, Scopus, and EBSCOhost. Eligibility criteria for selection of studies for review were also determined in light of the population, intervention, comparison, and outcomes (PICO) guidelines. The population was limited to postsecondary education, specifically in dentistry, medicine, and speech and hearing sciences, in which PBL was the key educational pedagogy and curriculum design. Three types of educational technologies were identified as interventions used to support student inquiry: learning software and digital learning objects; interactive whiteboards (IWBs) and plasma screens; and learning management systems (LMSs). Of 470 studies, 28 were selected for analysis. Most studies examined the effects of learning software and digital learning objects (n=20) with integration of IWB (n=5) and LMS (n=3) for PBL receiving relatively less attention. The educational technologies examined in these studies were seen as potentially fit for problem-based health sciences education. Positive outcomes for student learning included providing rich, authentic problems and/or case contexts for learning; supporting student development of medical expertise through the accessing and structuring of expert knowledge and skills; making disciplinary thinking and strategies explicit; providing a platform to elicit articulation, collaboration, and reflection; and reducing perceived cognitive load. Limitations included cumbersome scenarios, infrastructure requirements, and the need for staff and student support in light of the technological demands of new affordances. This literature review demonstrates the generally positive effect of educational technologies in PBL. Further research into the various applications of educational technology in PBL curricula is needed to fully realize its potential to enhance problem-based approaches in health sciences education.
Optical digitizing and strategies to combine different views of an optical sensor
NASA Astrophysics Data System (ADS)
Duwe, Hans P.
1997-09-01
Non-contact digitization of objects and surfaces with optical sensors based on fringe or pattern projection in combination with a CCD-camera allows a representation of surfaces with pointclouds equals x, y, z data points. To digitize the total surface of an object, it is necessary to combine the different measurement data obtained by the optical sensor from different views. Depending on the size of the object and the required accuracy of the measured data, different sensor set-ups with handling system or a combination of linear and rotation axes are described. Furthermore, strategies to match the overlapping pointclouds of a digitized object are introduced. This is very important especially for the digitization of large objects like 1:1 car models, etc. With different sensor sizes, it is possible to digitize small objects like teeth, crowns, inlays, etc. with an overall accuracy of 20 micrometer as well as large objects like car models, with a total accuracy of 0.5 mm. The various applications in the field of optical digitization are described.
Learning in Stochastic Bit Stream Neural Networks.
van Daalen, Max; Shawe-Taylor, John; Zhao, Jieyu
1996-08-01
This paper presents learning techniques for a novel feedforward stochastic neural network. The model uses stochastic weights and the "bit stream" data representation. It has a clean analysable functionality and is very attractive with its great potential to be implemented in hardware using standard digital VLSI technology. The design allows simulation at three different levels and learning techniques are described for each level. The lowest level corresponds to on-chip learning. Simulation results on three benchmark MONK's problems and handwritten digit recognition with a clean set of 500 16 x 16 pixel digits demonstrate that the new model is powerful enough for the real world applications. Copyright 1996 Elsevier Science Ltd
ERIC Educational Resources Information Center
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun
2017-01-01
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2016-01-01
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
Is an attention-based associative account of adjacent and nonadjacent dependency learning valid?
Pacton, Sébastien; Sobaco, Amélie; Perruchet, Pierre
2015-05-01
Pacton and Perruchet (2008) reported that participants who were asked to process adjacent elements located within a sequence of digits learned adjacent dependencies but did not learn nonadjacent dependencies and conversely, participants who were asked to process nonadjacent digits learned nonadjacent dependencies but did not learn adjacent dependencies. In the present study, we showed that when participants were simply asked to read aloud the same sequences of digits, a task demand that did not require the intentional processing of specific elements as in standard statistical learning tasks, only adjacent dependencies were learned. The very same pattern was observed when digits were replaced by syllables. These results show that the perfect symmetry found in Pacton and Perruchet was not due to the fact that the processing of digits is less sensitive to their distance than the processing of syllables, tones, or visual shapes used in most statistical learning tasks. Moreover, the present results, completed with a reanalysis of the data collected in Pacton and Perruchet (2008), demonstrate that participants are highly sensitive to violations involving the spacing between paired elements. Overall, these results are consistent with the Pacton and Perruchet's single-process account of adjacent and nonadjacent dependencies, in which the joint attentional processing of the two events is a necessary and sufficient condition for learning the relation between them, irrespective of their distance. However, this account should be completed to encompass the notion that the presence or absence of an intermediate event is an intrinsic component of the representation of an association. Copyright © 2015 Elsevier B.V. All rights reserved.
Data that drive: Closing the loop in the learning hospital system.
Liu, Vincent X; Morehouse, John W; Baker, Jennifer M; Greene, John D; Kipnis, Patricia; Escobar, Gabriel J
2016-11-01
The learning healthcare system describes a vision of US healthcare that capitalizes on science, information technology, incentives, and care culture to drive improvements in the quality of health care. The inpatient setting, one of the most costly and impactful domains of healthcare, is an ideal setting in which to use data and information technology to foster continuous learning and quality improvement. The rapid digitization of inpatient medicine offers incredible new opportunities to use data from routine care to generate new discovery and thus close the virtuous cycle of learning. We use an object lesson-sepsis care within the 21 hospitals of the Kaiser Permanente Northern California integrated healthcare delivery system-to offer insight into the critical elements necessary for developing a learning hospital system. We then describe how a hospital-wide data-driven approach to inpatient care can facilitate improvements in the quality of hospital care. Journal of Hospital Medicine 2016;11:S11-S17. © 2016 Society of Hospital Medicine. © 2016 Society of Hospital Medicine.
Inquiry-based Learning and Digital Libraries in Undergraduate Science Education
NASA Astrophysics Data System (ADS)
Apedoe, Xornam S.; Reeves, Thomas C.
2006-12-01
The purpose of this paper is twofold: to describe robust rationales for integrating inquiry-based learning into undergraduate science education, and to propose that digital libraries are potentially powerful technological tools that can support inquiry-based learning goals in undergraduate science courses. Overviews of constructivism and situated cognition are provided with regard to how these two theoretical perspectives have influenced current science education reform movements, especially those that involve inquiry-based learning. The role that digital libraries can play in inquiry-based learning environments is discussed. Finally, the importance of alignment among critical pedagogical dimensions of an inquiry-based pedagogical framework is stressed in the paper, and an example of how this can be done is presented using earth science education as a context.
NASA Astrophysics Data System (ADS)
Serkan Güllüoüǧlu, Sabri
2013-03-01
This paper outlines the main infrastructure for implicating mobile learning in medicine and present a sample mobile learning application for medical learning within the framework of mobile learning systems. Mobile technology is developing nowadays. In this case it will be useful to develop different learning environments using these innovations in internet based distance education. M-learning makes the most of being on location, providing immediate access, being connected, and acknowledges learning that occurs beyond formal learning settings, in places such as the workplace, home, and outdoors. Central to m-learning is the principle that it is the learner who is mobile rather than the device used to deliver m learning. The integration of mobile technologies into training has made learning more accessible and portable. Mobile technologies make it possible for a learner to have access to a computer and subsequently learning material and activities; at any time and in any place. Mobile devices can include: mobile phone, personal digital assistants (PDAs), personal digital media players (eg iPods, MP3 players), portable digital media players, portable digital multimedia players. Mobile learning (m-learning) is particularly important in medical education, and the major users of mobile devices are in the field of medicine. The contexts and environment in which learning occurs necessitates m-learning. Medical students are placed in hospital/clinical settings very early in training and require access to course information and to record and reflect on their experiences while on the move. As a result of this paper, this paper strives to compare and contrast mobile learning with normal learning in medicine from various perspectives and give insights and advises into the essential characteristics of both for sustaining medical education.
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
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.
It's in the Bag: Digital Backpacks for Project-Based Learning
ERIC Educational Resources Information Center
Basham, James D.; Perry, Ernest; Meyer, Helen
2011-01-01
When it comes to technology, many schools know what they want. They want targeted and scalable solutions that enhance learning and meet the NETS.S. And the teachers in those schools want simple, strategic instructional frameworks for developing their students' basic and digital age skills while meeting diverse learning needs. But as many…
Digital Video: The Impact on Children's Learning Experiences in Primary Physical Education
ERIC Educational Resources Information Center
O'Loughlin, Joe; Chroinin, Deirdre Ni; O'Grady, David
2013-01-01
Technology can support teaching, learning and assessment in physical education. The purpose of this study was to examine children's perspectives and experiences of using digital video in primary physical education. The impact on motivation, feedback, self-assessment and learning was examined. Twenty-three children aged 9-10 years participated in a…
Researching Photographic Participatory Inquiry in an E-Learning Environment
ERIC Educational Resources Information Center
Grushka, Kathryn Meyer; Bellette, Aaron; Holbrook, Allyson
2014-01-01
This article focuses on the use of Photographic Participatory Inquiry (PPI) in researching the teaching and learning of photography in the e-learning environment. It is an arts-informed method drawing on digital tools to capture collective information as digital artefacts, which can then be accessed and harnessed to build critical and reflective…
Work Place Oriented Learning With Digital Media--Consequences for Competency Development
ERIC Educational Resources Information Center
Spottl, Georg; Schulte, Sven; Grantz, Torsten
2012-01-01
Due to their increasing availability and prevalence, digital media allow for a relocation of learning to work processes and support work process oriented learning. This can be put into practice with the aid of different medial/technological and didactical settings. Some examples are the application of mobile terminals, interactive platforms, or…
ERIC Educational Resources Information Center
Krumm, Andrew E.; Beattie, Rachel; Takahashi, Sola; D'Angelo, Cynthia; Feng, Mingyu; Cheng, Britte
2016-01-01
This paper outlines the development of practical measures of productive persistence using digital learning system data. Practical measurement refers to data collection and analysis approaches originating from improvement science; productive persistence refers to the combination of academic and social mindsets as well as learning behaviours that…
Blended Learning, E-Learning and Mobile Learning in Mathematics Education
ERIC Educational Resources Information Center
Borba, Marcelo C.; Askar, Petek; Engelbrecht, Johann; Gadanidis, George; Llinares, Salvador; Aguilar, Mario Sánchez
2016-01-01
In this literature survey we focus on identifying recent advances in research on digital technology in the field of mathematics education. To conduct the survey we have used internet search engines with keywords related to mathematics education and digital technology and have reviewed some of the main international journals, including the ones in…
Composing with New Technology: Teacher Reflections on Learning Digital Video
ERIC Educational Resources Information Center
Bruce, David L.; Chiu, Ming Ming
2015-01-01
This study explores teachers' reflections on their learning to compose with new technologies in the context of teacher education and/or teacher professional development. English language arts (ELA) teachers (n = 240) in 15 courses learned to use digital video (DV), completed at least one DV group project, and responded to open-ended survey…
Evaluating Learning in the 21st Century: A Digital Age Learning Matrix
ERIC Educational Resources Information Center
Starkey, Louise
2011-01-01
If the purpose of secondary schooling is to educate the upcoming generation to become active participants in society, evaluation of teaching and learning in the information-rich digital age should be underpinned by relevant theories and models. This article describes an evaluation tool developed using emerging ideas about knowledge creation and…
Children Learning to Use Technologies through Play: A Digital Play Framework
ERIC Educational Resources Information Center
Bird, Jo; Edwards, Susan
2015-01-01
Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…
Toward User Interfaces and Data Visualization Criteria for Learning Design of Digital Textbooks
ERIC Educational Resources Information Center
Railean, Elena
2014-01-01
User interface and data visualisation criteria are central issues in digital textbooks design. However, when applying mathematical modelling of learning process to the analysis of the possible solutions, it could be observed that results differ. Mathematical learning views cognition in on the base on statistics and probability theory, graph…
ERIC Educational Resources Information Center
Flavin, Michael
2017-01-01
This book is about how technologies are used in practice to support learning and teaching in higher education. Despite digitization and e-learning becoming ever-increasingly popular in university teaching settings, this book convincingly argues instead in favour of simple and convenient technologies, thus disrupting traditional patterns of…
A Comparative Study of E-Learning System for Smart Education
ERIC Educational Resources Information Center
An, SangJin; Lee, Eunkyoung; Lee, YoungJun
2013-01-01
Korean government aims to implement SMART education nationwide, so it is planning many ways to provide digital learning contents. There are some ways of distributing digital contents, and each way has its own characteristics. Edunet is a nationwide system for providing educational resource. Cyber Home Learning System is a regional service which…
SCCR Digital Learning System for Scientific Conceptual Change and Scientific Reasoning
ERIC Educational Resources Information Center
She, H. C.; Lee, C. Q.
2008-01-01
This study reports an adaptive digital learning project, scientific concept construction and reconstruction (SCCR), that was developed based on the theories of Dual Situated Learning Model (DSLM) and scientific reasoning. In addition, the authors investigated the effects of an SCCR related to a "combustion" topic for sixth grade students…
Digital Game Building: Learning in a Participatory Culture
ERIC Educational Resources Information Center
Li, Qing
2010-01-01
Background: The emergence of a participatory culture, brought about mainly by the use of Web2.0 technology, is challenging us to reconsider aspects of teaching and learning. Adapting the learning-as-digital-game-building approach, this paper explores how new educational practices can help students build skills for the 21st century. Purpose: This…
ERIC Educational Resources Information Center
Hoffman, Daniel L.
2013-01-01
The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…
ERIC Educational Resources Information Center
Murphy, Janet; Lebans, Robert
2009-01-01
Providing just-in-time job-embedded professional learning using a technologically mediated model achieves professional growth goals and encourages teachers to build digital literacy competencies and incorporate new technologies in instructional approaches in the classroom. This article highlights the lessons learned from an award-winning…
Beyond Access: Effective Digital Learning for a Globalized World
ERIC Educational Resources Information Center
Best, Jane; Dunlap, Allison
2012-01-01
Digital learning, supporters say, has the power to help prepare students for the workforce, improve student learning and educator effectiveness, and bring high-quality education to those who can't otherwise access it. However, great variability exists among schools and districts in terms of level of development and needs. This policy brief serves…
Leading Personalized and Digital Learning: A Framework for Implementing School Change
ERIC Educational Resources Information Center
Wolf, Mary Ann; Bobst, Elizabeth; Mangum, Nancy
2017-01-01
"Leading Personalized and Digital Learning" provides needed guidance for principals, aspiring principals, and other school leaders at a critical time when educators are looking to put the power of technology to work for student-centered learning. The authors identify eight leadership essentials that school leaders must attend to if they…
Digital Game's Impacts on Students' Learning Effectiveness of Correct Medication
ERIC Educational Resources Information Center
Shiue, Ya-Ming; Hsu, Yu-Chiung
2017-01-01
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
ERIC Educational Resources Information Center
Wu, Yun-Wu; Weng, Apollo; Weng, Kuo-Hua
2017-01-01
The purpose of this study is to design a knowledge conversion and management digital learning system for architecture design learning, helping students to share, extract, use and create their design knowledge through web-based interactive activities based on socialization, internalization, combination and externalization process in addition to…
Interactive Learning Units on Museum Websites
ERIC Educational Resources Information Center
Chong, Cordelia; Smith, Diantha
2017-01-01
Though it is well known that museums should embrace digital learning, many museum websites have not fully utilized digital learning resources, especially in interactive ways. In fact, in a survey of 225 websites of selected U.S. cultural institutions that have informal science education at the heart of their operations, we found that just 5% of…
Digital Doings: Curating Work-Learning Practices and Ecologies
ERIC Educational Resources Information Center
Thompson, Terrie Lynn
2016-01-01
Workers are faced with wider networks of knowledge generation amplified by the scale, diffusion, and critical mass of digital artefacts and web technologies globally. In this study of mobilities of work-learning practices, I draw on sociomaterial theorizing to explore how the work and everyday learning practices of self-employed workers or…
ERIC Educational Resources Information Center
Tucker-Raymond, Eli; Gravel, Brian E.; Wagh, Aditi; Wilson, Naeem; Manderino, Michael; Castek, Jill
2016-01-01
Digital literacies for disciplinary learning explores intersections of digital and disciplinary literacies across learning contexts such as community makerspaces and schools and examines learning across disciplines including the arts, engineering, science, social studies, language arts, and math. Columns will address work with both youth and…
Blended Learning in the Visual Communications Classroom: Student Reflections on a Multimedia Course
ERIC Educational Resources Information Center
George-Palilonis, Jennifer; Filak, Vincent
2009-01-01
Advances in digital technology and a rapidly evolving media landscape continue to dramatically change teaching and learning. Among these changes is the emergence of multimedia teaching and learning tools, online degree programs, and hybrid classes that blend traditional and digital content delivery. At the same time, visual communication programs…
ERIC Educational Resources Information Center
Gamrat, Christopher; Zimmerman, Heather Toomey; Dudek, Jaclyn; Peck, Kyle
2014-01-01
To provide customized workplace learning opportunities, a digital badge system was designed by a university, governmental agency and national professional association to support teachers' implementation of professional development (PD). Teacher Learning Journeys (TLJ) is an approach that allows for teachers to customize their PD experience to…
Spatial-Heterodyne Interferometry For Reflection And Transm Ission (Shirt) Measurements
Hanson, Gregory R [Clinton, TN; Bingham, Philip R [Knoxville, TN; Tobin, Ken W [Harriman, TN
2006-02-14
Systems and methods are described for spatial-heterodyne interferometry for reflection and transmission (SHIRT) measurements. A method includes digitally recording a first spatially-heterodyned hologram using a first reference beam and a first object beam; digitally recording a second spatially-heterodyned hologram using a second reference beam and a second object beam; Fourier analyzing the digitally recorded first spatially-heterodyned hologram to define a first analyzed image; Fourier analyzing the digitally recorded second spatially-heterodyned hologram to define a second analyzed image; digitally filtering the first analyzed image to define a first result; and digitally filtering the second analyzed image to define a second result; performing a first inverse Fourier transform on the first result, and performing a second inverse Fourier transform on the second result. The first object beam is transmitted through an object that is at least partially translucent, and the second object beam is reflected from the object.
Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment
NASA Astrophysics Data System (ADS)
Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel
Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.
ERIC Educational Resources Information Center
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley
2015-01-01
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Effects of Gender Differences and Spatial Abilities within a Digital Pentominoes Game
ERIC Educational Resources Information Center
Yang, Jie Chi; Chen, Sherry Y.
2010-01-01
Spatial ability is a critical skill in geometric learning. Several studies investigate how to use digital games to improve spatial abilities. However, not every learner favors this kind of support. To this end, there is a need to examine how human factors affect learners' reactions to the use of a digital game to support geometric learning. In…
ERIC Educational Resources Information Center
Dennen, Vanessa P.
2016-01-01
Digital learning environments are spaces in which data are shared, generated, and recorded. At the end of an online course, a rich collection of digital artifacts are left behind by the instructor and learners. Some artifacts are intentionally created learning materials and assignments, some are the products of class interaction in discussion…
A Dynamic Bayesian Network Based Structural Learning towards Automated Handwritten Digit Recognition
NASA Astrophysics Data System (ADS)
Pauplin, Olivier; Jiang, Jianmin
Pattern recognition using Dynamic Bayesian Networks (DBNs) is currently a growing area of study. In this paper, we present DBN models trained for classification of handwritten digit characters. The structure of these models is partly inferred from the training data of each class of digit before performing parameter learning. Classification results are presented for the four described models.
The Use of Digital Storytelling for ESP in a Technical English Course for Aerospace Engineers
ERIC Educational Resources Information Center
Sevilla-Pavón, Ana; Serra-Cámara, Belén; Gimeno-Sanz, Ana
2012-01-01
Digital Storytelling is a powerful pedagogical tool for both students and educators, which started to be used for teaching and learning purposes a few years ago, becoming more and more popular over time. The use of digital storytelling in non-specific language learning contexts has been widely explored, as shown in the literature. However, its use…
Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model
ERIC Educational Resources Information Center
Sundqvist, Pia
2013-01-01
The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…
ERIC Educational Resources Information Center
Folkestad, James E.; Banning, James
2010-01-01
Digital media applications (DMAs) have emerged in abundance over the last ten years. Enabled by exponential growth in computing power and inexpensive data storage, these applications are easy to use and inexpensive (often free) to own. DMAs not only allow users to produce digital content efficiently they allow users to exploit the connective power…
ERIC Educational Resources Information Center
Williamson, Ben
2013-01-01
Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations in the United States, Great Britain, and Australia that…
NASA Astrophysics Data System (ADS)
Selvans, M. M.; Spafford, C. D.
2016-12-01
Many Earth Science phenomena cannot be observed directly because they happen slowly (e.g., Plate Motion) or at large spatial scales (e.g., Weather Patterns). Such topics are investigated by scientists through analysis of large data sets, numerical modeling, and laboratory studies that isolate aspects of the overall phenomena. Middle school students have limited time and lab equipment in comparison, but can employ authentic science practices through investigations using interactive digital simulations (sims). Designing a sim aligned to the Next Generation Science Standards (NGSS) allows students to explore and connect to science ideas in a seamless and supportive way that also deepens their understanding of the phenomena. We helped develop seven units, including the two above, that cover the middle school Earth Science Disciplinary Core Ideas and give students exposure to the other two dimensions of the NGSS (science practices and cross-cutting concepts). These units are developed by the Learning Design Group and Amplify Science. Sims are key to how students engage in 3D learning in these units. For example, in the Rock Transformations Sim students can investigate the ideas that energy from the sun and from Earth's interior can transform rock, and that the transformation processes change the Earth's surface at varying time and spatial scales (ESS2.A). Students can choose and selectively apply transformation processes (melting, weathering, etc.) or energy sources to rock in a cross-section landscape to explore their effects. Students are able to plan steps for making a particular rock transformation happen and carry out their own investigations. A benefit of using a digital platform for student learning is the ability to embed formative assessment. When students plan and carry out missions to achieve specific objectives, the digital platform can capture a record of their actions to measure how they apply science ideas from instruction. Data of these actions, combined with data from other embedded assessments and the teacher's own observations, can be used to provide feedback to teachers about support that can benefit specific students. We will highlight the features of sims in our units that allow middle school students to investigate natural phenomena and support teachers in facilitating 3D learning.
Neural classification of the selected family of butterflies
NASA Astrophysics Data System (ADS)
Zaborowicz, M.; Boniecki, P.; Piekarska-Boniecka, H.; Koszela, K.; Mueller, W.; Górna, K.; Okoń, P.
2017-07-01
There have been noticed growing explorers' interest in drawing conclusions based on information of data coded in a graphic form. The neuronal identification of pictorial data, with special emphasis on both quantitative and qualitative analysis, is more frequently utilized to gain and deepen the empirical data knowledge. Extraction and then classification of selected picture features, such as color or surface structure, enables one to create computer tools in order to identify these objects presented as, for example, digital pictures. The work presents original computer system "Processing the image v.1.0" designed to digitalize pictures on the basis of color criterion. The system has been applied to generate a reference learning file for generating the Artificial Neural Network (ANN) to identify selected kinds of butterflies from the Papilionidae family.
TU-AB-207-00: Digital Tomosynthesis
DOE Office of Scientific and Technical Information (OSTI.GOV)
NONE
2015-06-15
Digital Tomosynthesis (DT) is becoming increasingly common in breast imaging and many other applications. DT is a form of computed tomography in which a limited set of projection images are acquired over a small angular range and reconstructed into a tomographic data set. The angular range and number of projections is determined both by the imaging task and equipment manufacturer. For example, in breast imaging between 9 and 25 projections are acquired over a range of 15° to 60°. It is equally valid to treat DT as the digital analog of classical tomography - for example, linear tomography. In fact,more » the name “tomosynthesis” is an acronym for “synthetic tomography”. DT shares many common features with classical tomography, including the radiographic appearance, dose, and image quality considerations. As such, both the science and practical physics of DT systems is a hybrid between CT and classical tomographic methods. This lecture will consist of three presentations that will provide a complete overview of DT, including a review of the fundamentals of DT, a discussion of testing methods for DT systems, and a description of the clinical applications of DT. While digital breast tomosynthesis will be emphasized, analogies will be drawn to body imaging to illustrate and compare tomosynthesis methods. Learning Objectives: To understand the fundamental principles behind tomosynthesis, including the determinants of image quality and dose. To learn how to test the performance of tomosynthesis imaging systems. To appreciate the uses of tomosynthesis in the clinic and the future applications of tomosynthesis.« less
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.
Ethical implications of digital images for teaching and learning purposes: an integrative review.
Kornhaber, Rachel; Betihavas, Vasiliki; Baber, Rodney J
2015-01-01
Digital photography has simplified the process of capturing and utilizing medical images. The process of taking high-quality digital photographs has been recognized as efficient, timely, and cost-effective. In particular, the evolution of smartphone and comparable technologies has become a vital component in teaching and learning of health care professionals. However, ethical standards in relation to digital photography for teaching and learning have not always been of the highest standard. The inappropriate utilization of digital images within the health care setting has the capacity to compromise patient confidentiality and increase the risk of litigation. Therefore, the aim of this review was to investigate the literature concerning the ethical implications for health professionals utilizing digital photography for teaching and learning. A literature search was conducted utilizing five electronic databases, PubMed, Embase (Excerpta Medica Database), Cumulative Index to Nursing and Allied Health Literature, Educational Resources Information Center, and Scopus, limited to English language. Studies that endeavored to evaluate the ethical implications of digital photography for teaching and learning purposes in the health care setting were included. The search strategy identified 514 papers of which nine were retrieved for full review. Four papers were excluded based on the inclusion criteria, leaving five papers for final analysis. Three key themes were developed: knowledge deficit, consent and beyond, and standards driving scope of practice. The assimilation of evidence in this review suggests that there is value for health professionals utilizing digital photography for teaching purposes in health education. However, there is limited understanding of the process of obtaining and storage and use of such mediums for teaching purposes. Disparity was also highlighted related to policy and guideline identification and development in clinical practice. Therefore, the implementation of policy to guide practice requires further research.
NASA Astrophysics Data System (ADS)
2005-01-01
Einstein year: Einstein is brought back to life for a year of educational events Workshop: Students reach out for the Moon Event: Masterclasses go with a bang Workshop: Students search for asteroids on Einstein's birthday Scotland: Curriculum for Excellence takes holistic approach Conference: Reporting from a mattress in Nachod Conference: 'Change' is key objective at ICPE conference 2005 Lecture: Institute of Physics Schools Lecture series Conference: Experience showcase science in Warwick National network: Science Learning Centre opens Meeting: 30th Stirling Physics Meeting breaks records Competition: Win a digital camera! Forthcoming Events
The application of digital image plane holography technology to identify Chinese herbal medicine
NASA Astrophysics Data System (ADS)
Wang, Huaying; Guo, Zhongjia; Liao, Wei; Zhang, Zhihui
2012-03-01
In this paper, the imaging technology of digital image plane holography to identify the Chinese herbal medicine is studied. The optical experiment system of digital image plane holography which is the special case of pre-magnification digital holography was built. In the record system, one is an object light by using plane waves which illuminates the object, and the other one is recording hologram by using spherical light wave as reference light. There is a Micro objective lens behind the object. The second phase factor which caus ed by the Micro objective lens can be eliminated by choosing the proper position of the reference point source when digital image plane holography is recorded by spherical light. In this experiment, we use the Lygodium cells and Onion cells as the object. The experiment results with Lygodium cells and Onion cells show that digital image plane holography avoid the process of finding recording distance by using auto-focusing approach, and the phase information of the object can be reconstructed more accurately. The digital image plane holography is applied to the microscopic imaging of cells more effectively, and it is suit to apply for the identify of Chinese Herbal Medicine. And it promotes the application of digital holographic in practice.
ERIC Educational Resources Information Center
Chesney, Sarah; Marcangelo, Caroline
2010-01-01
This small scale action research study investigated the experiences of learners over two iterations as they completed a patchwork text assignment within the digital medium of a personal learning system (PLS). The aim was to investigate the extent to which using a PLS can facilitate formative and collaborative feedback to assist student learning. A…
The Personal Digital Library (PDL)-based e-learning: Using the PDL as an e-learning support tool
NASA Astrophysics Data System (ADS)
Deng, Xiaozhao; Ruan, Jianhai
The paper describes a support tool for learners engaged in e-learning, the Personal Digital Library (PDL). The characteristics and functionality of the PDL are presented. Suggested steps for constructing and managing a PDL are outlined and discussed briefly. The authors believe that the PDL as a support tool of e-learning will be important and essential in the future.
ERIC Educational Resources Information Center
Zhan, Zehui; Xu, Fuyin; Ye, Huiwen
2011-01-01
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners' learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC,…
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.
NASA Astrophysics Data System (ADS)
Cruz-Roa, Angel; Gilmore, Hannah; Basavanhally, Ajay; Feldman, Michael; Ganesan, Shridar; Shih, Natalie N. C.; Tomaszewski, John; González, Fabio A.; Madabhushi, Anant
2017-04-01
With the increasing ability to routinely and rapidly digitize whole slide images with slide scanners, there has been interest in developing computerized image analysis algorithms for automated detection of disease extent from digital pathology images. The manual identification of presence and extent of breast cancer by a pathologist is critical for patient management for tumor staging and assessing treatment response. However, this process is tedious and subject to inter- and intra-reader variability. For computerized methods to be useful as decision support tools, they need to be resilient to data acquired from different sources, different staining and cutting protocols and different scanners. The objective of this study was to evaluate the accuracy and robustness of a deep learning-based method to automatically identify the extent of invasive tumor on digitized images. Here, we present a new method that employs a convolutional neural network for detecting presence of invasive tumor on whole slide images. Our approach involves training the classifier on nearly 400 exemplars from multiple different sites, and scanners, and then independently validating on almost 200 cases from The Cancer Genome Atlas. Our approach yielded a Dice coefficient of 75.86%, a positive predictive value of 71.62% and a negative predictive value of 96.77% in terms of pixel-by-pixel evaluation compared to manually annotated regions of invasive ductal carcinoma.
Cruz-Roa, Angel; Gilmore, Hannah; Basavanhally, Ajay; Feldman, Michael; Ganesan, Shridar; Shih, Natalie N C; Tomaszewski, John; González, Fabio A; Madabhushi, Anant
2017-04-18
With the increasing ability to routinely and rapidly digitize whole slide images with slide scanners, there has been interest in developing computerized image analysis algorithms for automated detection of disease extent from digital pathology images. The manual identification of presence and extent of breast cancer by a pathologist is critical for patient management for tumor staging and assessing treatment response. However, this process is tedious and subject to inter- and intra-reader variability. For computerized methods to be useful as decision support tools, they need to be resilient to data acquired from different sources, different staining and cutting protocols and different scanners. The objective of this study was to evaluate the accuracy and robustness of a deep learning-based method to automatically identify the extent of invasive tumor on digitized images. Here, we present a new method that employs a convolutional neural network for detecting presence of invasive tumor on whole slide images. Our approach involves training the classifier on nearly 400 exemplars from multiple different sites, and scanners, and then independently validating on almost 200 cases from The Cancer Genome Atlas. Our approach yielded a Dice coefficient of 75.86%, a positive predictive value of 71.62% and a negative predictive value of 96.77% in terms of pixel-by-pixel evaluation compared to manually annotated regions of invasive ductal carcinoma.
Cruz-Roa, Angel; Gilmore, Hannah; Basavanhally, Ajay; Feldman, Michael; Ganesan, Shridar; Shih, Natalie N.C.; Tomaszewski, John; González, Fabio A.; Madabhushi, Anant
2017-01-01
With the increasing ability to routinely and rapidly digitize whole slide images with slide scanners, there has been interest in developing computerized image analysis algorithms for automated detection of disease extent from digital pathology images. The manual identification of presence and extent of breast cancer by a pathologist is critical for patient management for tumor staging and assessing treatment response. However, this process is tedious and subject to inter- and intra-reader variability. For computerized methods to be useful as decision support tools, they need to be resilient to data acquired from different sources, different staining and cutting protocols and different scanners. The objective of this study was to evaluate the accuracy and robustness of a deep learning-based method to automatically identify the extent of invasive tumor on digitized images. Here, we present a new method that employs a convolutional neural network for detecting presence of invasive tumor on whole slide images. Our approach involves training the classifier on nearly 400 exemplars from multiple different sites, and scanners, and then independently validating on almost 200 cases from The Cancer Genome Atlas. Our approach yielded a Dice coefficient of 75.86%, a positive predictive value of 71.62% and a negative predictive value of 96.77% in terms of pixel-by-pixel evaluation compared to manually annotated regions of invasive ductal carcinoma. PMID:28418027
Design Guidelines for Digital Learning Material for Food Chemistry Education.
ERIC Educational Resources Information Center
Diederen, Julia; Gruppen, Harry; Voragen, Alphons G. J.; Hartog, Rob; Mulder, Martin; Biemans, Harm
This paper describes the first stage of a 4-year research project on the design, development and use of Web-based digital learning material for food chemistry education. The paper discusses design guidelines, based on principles that were selected from theories on learning and instruction, and illustrates in detail how these guidelines were used…
ERIC Educational Resources Information Center
Thomas, Wayne W.; Boechler, Patricia M.
2014-01-01
With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (Eschenbrenner, Nah, & Siau, 2008). In this study, the authors sought to determine if learning style or digital literacy predict incidental…
ERIC Educational Resources Information Center
Burke, Anne, Ed.; Marsh, Jackie, Ed.
2013-01-01
As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…
Affect and Willingness to Communicate in Digital Game-Based Learning
ERIC Educational Resources Information Center
Reinders, Hayo; Wattana, Sorada
2015-01-01
The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…
Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?
ERIC Educational Resources Information Center
Pill, Shane
2014-01-01
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…
A Constructionist Learning Environment for Teachers to Model Learning Designs
ERIC Educational Resources Information Center
Laurillard, D.; Charlton, P.; Craft, B.; Dimakopoulos, D.; Ljubojevic, D.; Magoulas, G.; Masterman, E.; Pujadas, R.; Whitley, E.A.; Whittlestone, K.
2013-01-01
The use of digital technologies is now widespread and increasing, but is not always optimized for effective learning. Teachers in higher education have little time or support to work on innovation and improvement of their teaching, which often means they simply replicate their current practice in a digital medium. This paper makes the case for a…
Eye Tracking and Early Detection of Confusion in Digital Learning Environments: Proof of Concept
ERIC Educational Resources Information Center
Pachman, Mariya; Arguel, Amaël; Lockyer, Lori; Kennedy, Gregor; Lodge, Jason M.
2016-01-01
Research on incidence of and changes in confusion during complex learning and problem-solving calls for advanced methods of confusion detection in digital learning environments (DLEs). In this study we attempt to address this issue by investigating the use of multiple measures, including psychophysiological indicators and self-ratings, to detect…
Mapping the Digital Divide in Britain: Implications for Learning and Education
ERIC Educational Resources Information Center
Eynon, Rebecca
2009-01-01
The internet presents many potential opportunities for people to learn for both formal and informal purposes. However, not everyone is able to make the most of the internet for learning. This paper utilises quantitative nationally representative survey data of internet use in Britain in order to explore the digital divide in relation to learning…
Embedding Diagnostic Mechanisms in a Digital Game for Learning Mathematics
ERIC Educational Resources Information Center
Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting
2014-01-01
Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…
ERIC Educational Resources Information Center
McKaveney, Edward W.
2017-01-01
A number of national directives and successful case studies, focus on the need for change in teaching and learning, particularly emphasizing increasingly rigorous STEM learning tied to the use of ICT and digital tools for technological literacy and future workforce development. This action research study investigated the role of instructional…
Gamification of Learning and Teaching in Schools--A Critical Stance
ERIC Educational Resources Information Center
Buck, Marc Fabian
2017-01-01
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
The Digital Learning Imperative: How Technology and Teaching Meet Today's Education Challenges
ERIC Educational Resources Information Center
Schwartzbeck, Terri Duggan; Wolf, Mary Ann
2012-01-01
This report outlines how digital learning can connect middle and high school students with better teaching and learning experiences while also addressing three major challenges facing the nation's education system--access to good teaching, tight budgets, and boosting student achievement. But simply slapping a netbook on top of a textbook will not…