Sample records for nasa digital learning

  1. Digital Learning Network Education Events of NASA's Extreme Environments Mission Operations

    NASA Technical Reports Server (NTRS)

    Paul, Heather; Guillory, Erika

    2007-01-01

    NASA's Digital Learning Network (DLN) reaches out to thousands of students each year through video conferencing and web casting. The DLN has created a series of live education videoconferences connecting NASA s Extreme Environment Missions Operations (NEEMO) team to students across the United States. The programs are also extended to students around the world live web casting. The primary focus of the events is the vision for space exploration. During the programs, NEEMO Crewmembers including NASA astronauts, engineers and scientists inform and inspire students about the importance of exploration and share the impact of the project as it correlates with plans to return to the moon and explore the planet Mars. These events highlight interactivity. Students talk live with the aquanauts in Aquarius, the National Oceanic and Atmospheric Administration s underwater laboratory. With this program, NASA continues the Agency s tradition of investing in the nation's education programs. It is directly tied to the Agency's major education goal of attracting and retaining students in science, technology, and engineering disciplines. Before connecting with the aquanauts, the students conduct experiments of their own designed to coincide with mission objectives. This paper describes the events that took place in September 2006.

  2. NASA Innovations in Climate Education Connects Audiences Coast-to-Coast for Climate Literacy via the NASA Digital Learning Network

    NASA Astrophysics Data System (ADS)

    Murray, B.; Barnes, M. H.; Chambers, L. H.; Pippin, M. R.; Martin, A. M.; Geyer, A. J.; Leber, M.; Joyner, E.; Small, C.; Dublin, D.

    2013-12-01

    The Minority University Research and Education Program (MUREP) NASA Innovations in Climate Education (NICE) project advances NASA's Office of Education's strategic initiative to improve the quality of the nation's Science, Technology, Engineering and Mathematics (STEM) education and enhance literacy about climate and other Earth systems environmental changes. NICE also strategically supports the United States' progressive initiative to enhance the science and technology enterprise for successful competition in the 21st century global community. To extend to wider networks in 2013, MUREP NICE partnered with the NASA Digital Learning Network (DLNTM) in a unique, non-traditional collaborative model to significantly increase the impact and connection with formal and informal educators, curriculum developers, science education specialists, and researchers regarding climate literacy. DLN offers an expansive distance learning capability that bridges presenters with education audiences for interactive, web-based, synchronous and asynchronous Educator Professional Development (EPD). DLN services over 10,000 educators each year. In 3rd quarter FY13 alone DLN totaled 3,361 connections with educators. The DLN allows for cost effective (no travel) engagement of multiple geographically dispersed audiences with presenters from remote locations. This facilitates interactive communication among participants through distance education, allowing them to share local experiences with one another. A comprehensive four-part EPD workshop, featuring several NICE Principal Investigators (PI) and NASA subject matter experts was developed for NICE in April 2013. Topics covered in the workshop progressed from a simple introduction of Earth's energy budget, through explanation of temperature data collection and evidence of temperature rise, impacts on phenology, and finally consequences for bugs and birds. This event was an innovative hybrid workshop, connecting onsite teachers interactively

  3. Building effective learning experiences around visualizations: NASA Eyes on the Solar System and Infiniscope

    NASA Astrophysics Data System (ADS)

    Tamer, A. J. J.; Anbar, A. D.; Elkins-Tanton, L. T.; Klug Boonstra, S.; Mead, C.; Swann, J. L.; Hunsley, D.

    2017-12-01

    Advances in scientific visualization and public access to data have transformed science outreach and communication, but have yet to realize their potential impacts in the realm of education. Computer-based learning is a clear bridge between visualization and education, but creating high-quality learning experiences that leverage existing visualizations requires close partnerships among scientists, technologists, and educators. The Infiniscope project is working to foster such partnerships in order to produce exploration-driven learning experiences around NASA SMD data and images, leveraging the principles of ETX (Education Through eXploration). The visualizations inspire curiosity, while the learning design promotes improved reasoning skills and increases understanding of space science concepts. Infiniscope includes both a web portal to host these digital learning experiences, as well as a teaching network of educators using and modifying these experiences. Our initial efforts to enable student discovery through active exploration of the concepts associated with Small Worlds, Kepler's Laws, and Exoplanets led us to develop our own visualizations at Arizona State University. Other projects focused on Astrobiology and Mars geology led us to incorporate an immersive Virtual Field Trip platform into the Infiniscope portal in support of virtual exploration of scientifically significant locations. Looking to apply ETX design practices with other visualizations, our team at Arizona State partnered with the Jet Propulsion Lab to integrate the web-based version of NASA Eyes on the Eclipse within Smart Sparrow's digital learning platform in a proof-of-concept focused on the 2017 Eclipse. This goes a step beyond the standard features of "Eyes" by wrapping guided exploration, focused on a specific learning goal into standards-aligned lesson built around the visualization, as well as its distribution through Infiniscope and it's digital teaching network. Experience from this

  4. NASA's Myriad Uses of Digital Video

    NASA Technical Reports Server (NTRS)

    Grubbs, Rodney; Lindblom, Walt; George, Sandy

    1999-01-01

    Since it's inception, NASA has created many of the most memorable images seen this Century. From the fuzzy video of Neil Armstrong taking that first step on the moon, to images of the Mars surface available to all on the internet, NASA has provided images to inspire a generation, all because a scientist or researcher had a requirement to see something unusual. Digital Television technology will give NASA unprecedented new tools for acquiring, analyzing, and distributing video. This paper will explore NASA's DTV future. The agency has a requirement to move video from one NASA Center to another, in real time. Specifics will be provided relating to the NASA video infrastructure, including video from the Space Shuttle and from the various Centers. A comparison of the pros and cons of interlace and progressive scanned images will be presented. Film is a major component of NASA's image acquisition for analysis usage. The future of film within the context of DTV will be explored.

  5. Distance Learning With NASA Lewis Research Center's Learning Technologies Project

    NASA Technical Reports Server (NTRS)

    Petersen, Ruth

    1998-01-01

    The NASA Lewis Research Center's Learning Technologies Project (LTP) has responded to requests from local school district technology coordinators to provide content for videoconferencing workshops. Over the past year we have offered three teacher professional development workshops that showcase NASA Lewis-developed educational products and NASA educational Internet sites. In order to determine the direction of our involvement with distance learning, the LTP staff conducted a survey of 500 U.S. schools. We received responses from 72 schools that either currently use distance learning or will be using distance learning in 98-99 school year. The results of the survey are summarized in the article. In addition, the article provides information on distance learners, distance learning technologies, and the NASA Lewis LTP videoconferencing workshops. The LTP staff will continue to offer teacher development workshops through videoconferencing during the 98-99 school year. We hope to add workshops on new educational products as they are developed at NASA Lewis.

  6. Digital Media and Learning

    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,…

  7. NASA Access Mechanism: Lessons learned document

    NASA Technical Reports Server (NTRS)

    Burdick, Lisa; Dunbar, Rick; Duncan, Denise; Generous, Curtis; Hunter, Judy; Lycas, John; Taber-Dudas, Ardeth

    1994-01-01

    The six-month beta test of the NASA Access Mechanism (NAM) prototype was completed on June 30, 1993. This report documents the lessons learned from the use of this Graphical User Interface to NASA databases such as the NASA STI Database, outside databases, Internet resources, and peers in the NASA R&D community. Design decisions, such as the use of XWindows software, a client-server distributed architecture, and use of the NASA Science Internet, are explained. Users' reactions to the interface and suggestions for design changes are reported, as are the changes made by the software developers based on new technology for information discovery and retrieval. The lessons learned section also reports reactions from the public, both at demonstrations and in response to articles in the trade press and journals. Recommendations are included for future versions, such as a World Wide Web (WWW) and Mosaic based interface to heterogeneous databases, and NAM-Lite, a version which allows customization to include utilities provided locally at NASA Centers.

  8. 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…

  9. Digital interactive learning of oral radiographic anatomy.

    PubMed

    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.

  10. Medical student use of digital learning resources.

    PubMed

    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

  11. Development of NASA's Next Generation L-Band Digital Beamforming Synthetic Aperture Radar (DBSAR-2)

    NASA Technical Reports Server (NTRS)

    Rincon, Rafael; Fatoyinbo, Temilola; Osmanoglu, Batuhan; Lee, Seung-Kuk; Ranson, K. Jon; Marrero, Victor; Yeary, Mark

    2014-01-01

    NASA's Next generation Digital Beamforming SAR (DBSAR-2) is a state-of-the-art airborne L-band radar developed at the NASA Goddard Space Flight Center (GSFC). The instrument builds upon the advanced architectures in NASA's DBSAR-1 and EcoSAR instruments. The new instrument employs a 16-channel radar architecture characterized by multi-mode operation, software defined waveform generation, digital beamforming, and configurable radar parameters. The instrument has been design to support several disciplines in Earth and Planetary sciences. The instrument was recently completed, and tested and calibrated in a anechoic chamber.

  12. Learning Without Boundaries: A NASA - National Guard Bureau Distance Learning Partnership

    NASA Technical Reports Server (NTRS)

    Anderson, Susan H.; Chilelli, Christopher J.; Picard, Stephan

    2003-01-01

    With a variety of high-quality live interactive educational programs originating at the Johnson Space Center in Houston, Texas and other space and research centers, the US space agency NASA (National Aeronautics and Space Administration) has a proud track record of connecting with students throughout the world and stimulating their creativity and collaborative skills by teaching them underlying scientific and technological underpinnings of space exploration. However, NASA desires to expand its outreach capability for this type of interactive instruction. In early 2002, NASA and the National Guard Bureau -- using the Guard's nationwide system of state-ofthe-art classrooms and high bandwidth network -- began a collaboration to extend the reach of NASA content and educational programs to more of America's young people. Already, hundreds of elementary, middle, and high school students have visited Guard e-Learning facilities and participated in interactive NASA learning events. Topics have included experimental flight, satellite imagery-interpretation, and Mars exploration. Through this partnership, NASA and the National Guard are enabling local school systems throughout the United States (and, increasingly, the world) to use the excitement of space flight to encourage their students to become passionate about the possibility of one day serving as scientists, mathematicians, technologists, and engineers. At the 54th International Astronautical Conference MAJ Stephan Picard, the guiding visionary behind the Guard's partnership with NASA, and Chris Chilelli, an educator and senior instructional designer at NASA, will share with attendees background on NASA's educational products and the National Guard's distributed learning network; will discuss the unique opportunity this partnership already has provided students and teachers throughout the United States; will offer insights into the formation by government entities of e-Learning partnerships with one another; and will

  13. 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…

  14. Disseminating NASA-based science through NASA's Universe of Learning: Girls STEAM Ahead

    NASA Astrophysics Data System (ADS)

    Marcucci, E.; Meinke, B. K.; Smith, D. A.; Ryer, H.; Slivinski, C.; Kenney, J.; Arcand, K.; Cominsky, L.

    2017-12-01

    The Girls STEAM Ahead with NASA (GSAWN) initiative partners the NASA's Universe of Learning (UoL) resources with public libraries to provide NASA-themed activities for girls and their families. The program expands upon the legacy program, NASA Science4Girls and Their Families, in celebration of National Women's History Month. Program resources include hands-on activities for engaging girls, such as coding experiences and use of remote telescopes, complementary exhibits, and professional development for library partner staff. The science-institute-embedded partners in NASA's UoL are uniquely poised to foster collaboration between scientists with content expertise and educators with pedagogy expertise. The thematic topics related to NASA Astrophysics enable audiences to experience the full range of NASA scientific and technical disciplines and the different career skills each requires. For example, an activity may focus on understanding exoplanets, methods of their detection, and characteristics that can be determined remotely. The events focus on engaging underserved and underrepresented audiences in Science, Technology, Engineering, and Mathematics (STEM) via use of research-based best practices, collaborations with libraries, partnerships with local and national organizations (e.g. National Girls Collaborative Project or NGCP), and remote engagement of audiences. NASA's UoL collaborated with another NASA STEM Activation partner, NASA@ My Library, to announce GSAWN to their extensive STAR_Net network of libraries. This partnership between NASA SMD-funded Science learning and literacy teams has included NASA@ My Library hosting a professional development webinar featuring a GSAWN activity, a newsletter and blog post about the program, and plans for future exhibit development. This presentation will provide an overview of the program's progress to engage girls and their families through the development and dissemination of NASA-based science programming.

  15. 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…

  16. 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…

  17. NASA Langley/CNU Distance Learning Programs

    NASA Technical Reports Server (NTRS)

    Caton, Randall; Pinelli, Thomas E.

    2002-01-01

    NASA Langley Research Center and Christopher Newport University (CNU) provide, free to the public, distance learning programs that focus on math, science, and/or technology over a spectrum of education levels from K-adult. The effort started in 1997, and we currently have a suite of five distance-learning programs. We have around 450,000 registered educators and 12.5 million registered students in 60 countries. Partners and affiliates include the American Institute of Aeronautics and Astronautics (AIAA), the Aerospace Education Coordinating Committee (AECC), the Alliance for Community Media, the National Educational Telecommunications Association, Public Broadcasting System (PBS) affiliates, the NASA Learning Technologies Channel, the National Council of Teachers of Mathematics (NCTM), the Council of the Great City Schools, Hampton City Public Schools, Sea World Adventure Parks, Busch Gardens, ePALS.com, and Riverdeep. Our mission is based on the "Horizon of Learning," a vision for inspiring learning across a continuum of educational experiences. The programs form a continuum of educational experiences for elementary youth through adult learners. The strategic plan for the programs will evolve to reflect evolving national educational needs, changes within NASA, and emerging system initiatives. Plans for each program component include goals, objectives, learning outcomes, and rely on sound business models. It is well documented that if technology is used properly it can be a powerful partner in education. Our programs employ both advances in information technology and in effective pedagogy to produce a broad range of materials to complement and enhance other educational efforts. Collectively, the goals of the five programs are to increase educational excellence; enhance and enrich the teaching of mathematics, science, and technology; increase scientific and technological literacy; and communicate the results of NASA discovery, exploration, innovation and research

  18. Digital case-based learning system in school.

    PubMed

    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.

  19. Digital case-based learning system in school

    PubMed Central

    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

  20. Buckets: A New Digital Library Technology for Preserving NASA Research.

    ERIC Educational Resources Information Center

    Nelson, Michael L.

    2001-01-01

    Discusses the need for preserving and disseminating scientific and technical information through digital libraries and describes buckets, an intelligent construct for publishing that contains data and metadata and methods for accessing them. Explains SODA (Smart Object, Dumb Archive) and discusses experiences using these technologies in NASA and…

  1. Overview of NASA's Universe of Learning: An Integrated Astrophysics STEM Learning and Literacy Program

    NASA Astrophysics Data System (ADS)

    Smith, Denise; Lestition, Kathleen; Squires, Gordon; Biferno, Anya A.; Cominsky, Lynn; Manning, Colleen; NASA's Universe of Learning Team

    2018-01-01

    NASA's Universe of Learning creates and delivers science-driven, audience-driven resources and experiences designed to engage and immerse learners of all ages and backgrounds in exploring the universe for themselves. The project is the result of a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, Jet Propulsion Laboratory, Smithsonian Astrophysical Observatory, and Sonoma State University, and is one of 27 competitively-selected cooperative agreements within the NASA Science Mission Directorate STEM Activation program. The NASA's Universe of Learning team draws upon cutting-edge science and works closely with Subject Matter Experts (scientists and engineers) from across the NASA Astrophysics Physics of the Cosmos, Cosmic Origins, and Exoplanet Exploration themes. Together we develop and disseminate data tools and participatory experiences, multimedia and immersive experiences, exhibits and community programs, and professional learning experiences that meet the needs of our audiences, with attention to underserved and underrepresented populations. In doing so, scientists and educators from the partner institutions work together as a collaborative, integrated Astrophysics team to support NASA objectives to enable STEM education, increase scientific literacy, advance national education goals, and leverage efforts through partnerships. Robust program evaluation is central to our efforts, and utilizes portfolio analysis, process studies, and studies of reach and impact. This presentation will provide an overview of NASA's Universe of Learning, our direct connection to NASA Astrophysics, and our collaborative work with the NASA Astrophysics science community.

  2. NASA Langley/CNU Distance Learning Programs.

    ERIC Educational Resources Information Center

    Caton, Randall; Pinelli, Thomas E.

    NASA Langley Research Center and Christopher Newport University (CNU) provide, free to the public, distance learning programs that focus on math, science, and/or technology over a spectrum of education levels from K-adult. The effort started in 1997, and currently there are a suite of five distance-learning programs. This paper presents the major…

  3. NASA's Universe of Learning: Engaging Learners in Discovery

    NASA Astrophysics Data System (ADS)

    Cominsky, L.; Smith, D. A.; Lestition, K.; Greene, M.; Squires, G.

    2016-12-01

    NASA's Universe of Learning is one of 27 competitively awarded education programs selected by NASA's Science Mission Directorate (SMD) to enable scientists and engineers to more effectively engage with learners of all ages. The NASA's Universe of Learning program is created through a partnership between the Space Telescope Science Institute, Chandra X-ray Center, IPAC at Caltech, Jet Propulsion Laboratory Exoplanet Exploration Program, and Sonoma State University. The program will connect the scientists, engineers, science, technology and adventure of NASA Astrophysics with audience needs, proven infrastructure, and a network of over 500 partners to advance the objectives of SMD's newly restructured education program. The multi-institutional team will develop and deliver a unified, consolidated suite of education products, programs, and professional development offerings that spans the full spectrum of NASA Astrophysics, including the Exoplanet Exploration theme. Program elements include enabling educational use of Astrophysics mission data and offering participatory experiences; creating multimedia and immersive experiences; designing exhibits and community programs; providing professional development for pre-service educators, undergraduate instructors, and informal educators; and, producing resources for special needs and underserved/underrepresented audiences. This presentation will provide an overview of the program and process for mapping discoveries to products and programs for informal, lifelong, and self-directed learning environments.

  4. NASA’s Universe of Learning: Providing a Direct Connection to NASA Science for Learners of all Ages with ViewSpace

    NASA Astrophysics Data System (ADS)

    Lawton, Brandon L.; Rhue, Timothy; Smith, Denise A.; Squires, Gordon K.; Biferno, Anya A.; Lestition, Kathleen; Cominsky, Lynn R.; Godfrey, John; Lee, Janice C.; Manning, Colleen

    2018-06-01

    NASA's Universe of Learning creates and delivers science-driven, audience-driven resources and experiences designed to engage and immerse learners of all ages and backgrounds in exploring the universe for themselves. The project is the result of a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, Jet Propulsion Laboratory, Smithsonian Astrophysical Observatory, and Sonoma State University, and is one of 27 competitively-selected cooperative agreements within the NASA Science Mission Directorate STEM Activation program. The NASA's Universe of Learning team draws upon cutting-edge science and works closely with Subject Matter Experts (scientists and engineers) from across the NASA Astrophysics Physics of the Cosmos, Cosmic Origins, and Exoplanet Exploration themes. As one example, NASA’s Universe of Learning program is uniquely able to provide informal learning venues with a direct connection to the science of NASA astrophysics via the ViewSpace platform. ViewSpace is a modular multimedia exhibit where people explore the latest discoveries in our quest to understand the universe. Hours of awe-inspiring video content connect users’ lives with an understanding of our planet and the wonders of the universe. This experience is rooted in informal learning, astronomy, and earth science. Scientists and educators are intimately involved in the production of ViewSpace material. ViewSpace engages visitors of varying backgrounds and experience at museums, science centers, planetariums, and libraries across the United States. In addition to creating content, the Universe of Learning team is updating the ViewSpace platform to provide for additional functionality, including the introduction of digital interactives to make ViewSpace a multi-modal learning experience. During this presentation we will share the ViewSpace platform, explain how Subject Matter Experts are critical in creating content for ViewSpace, and how we are addressing audience

  5. 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…

  6. Can New Digital Technologies Support Parasitology Teaching and Learning?

    PubMed

    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.

  7. NASA-LaRc Flight-Critical Digital Systems Technology Workshop

    NASA Technical Reports Server (NTRS)

    Meissner, C. W., Jr. (Editor); Dunham, J. R. (Editor); Crim, G. (Editor)

    1989-01-01

    The outcome is documented of a Flight-Critical Digital Systems Technology Workshop held at NASA-Langley December 13 to 15 1988. The purpose of the workshop was to elicit the aerospace industry's view of the issues which must be addressed for the practical realization of flight-critical digital systems. The workshop was divided into three parts: an overview session; three half-day meetings of seven working groups addressing aeronautical and space requirements, system design for validation, failure modes, system modeling, reliable software, and flight test; and a half-day summary of the research issues presented by the working group chairmen. Issues that generated the most consensus across the workshop were: (1) the lack of effective design and validation methods with support tools to enable engineering of highly-integrated, flight-critical digital systems, and (2) the lack of high quality laboratory and field data on system failures especially due to electromagnetic environment (EME).

  8. 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…

  9. 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…

  10. Digital Learning for All. Now

    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…

  11. 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…

  12. NASA SMD STEM Activation: Enabling NASA Science Experts and Content into the Learning Environment

    NASA Astrophysics Data System (ADS)

    Hasan, Hashima; Erickson, Kristen

    2018-01-01

    The NASA Science Mission Directorate (SMD) restructured its efforts to enhance learning in science, technology, engineering, and mathematics (STEM) content areas through a cooperative agreement notice issued in 2015. This effort resulted in the competitive selection of 27 organizations to implement a strategic approach that leverages SMD’s unique assets. Three of these are exclusively directed towards Astrophysics. These unique assets include SMD’s science and engineering content and Science Discipline Subject Matter Experts. Awardees began their work during 2016 and span all areas of Earth and space science and the audiences NASA SMD intends to reach. The goal of the restructured STEM Activation program is to further enable NASA science experts and content into the learning environment more effectively and efficiently with learners of all ages. The objectives are to enable STEM education, improve US scientific literacy, advance national educational goals, and leverage efforts through partnerships. This presentation will provide an overview of the NASA SMD STEM Activation landscape and its commitment to meeting user needs.

  13. 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…

  14. Educating Through Exploration: Emerging Evidence for Improved Learning Outcomes Using a New Theory of Digital Learning Design

    NASA Astrophysics Data System (ADS)

    Anbar, Ariel; Center for Education Through eXploration

    2018-01-01

    Advances in scientific visualization and public access to data have transformed science outreach and communication, but have yet to realize their potential impacts in the realm of education. Computer-based learning is a clear bridge between visualization and education that benefits students through adaptative personalization and enhanced access. Building this bridge requires close partnerships among scientists, technologists, and educators.The Infiniscope project fosters such partnerships to produce exploration-driven online learning experiences that teach basic science concepts using a combination of authentic space science narratives, data, and images, and a personalized guided inquiry approach. Infiniscope includes a web portal to host these digital learning experiences, as well as a teaching network of educators using and modifying these experiences. Infiniscope experiences are built around a new theory of digital learning design that we call “education through exploration” (ETX) developed during the creation of successful online, interactive science courses offered at ASU and other institutions. ETX builds on the research-based practices of active learning and guided inquiry to provide a set of design principles that aim to develop higher order thinking skills in addition to understanding of content. It is employed in these experiences by asking students to solve problems and actively discover relationships, supported by an intelligent tutoring system which provides immediate, personalized feedback and scaffolds scientific thinking and methods. The project is led by ASU’s School of Earth and Space Exploration working with learning designers in the Center for Education Through eXploration, with support from NASA’s Science Mission Directorate as part of the NASA Exploration Connection program.We will present an overview of ETX design, the Infinscope project, and emerging evidence of effectiveness.

  15. Building Model NASA Satellites: Elementary Students Studying Science Using a NASA-Themed Transmedia Book Featuring Digital Fabrication Activities

    ERIC Educational Resources Information Center

    Tillman, Daniel; An, Song; Boren, Rachel; Slykhuis, David

    2014-01-01

    This study assessed the impact of nine lessons incorporating a NASA-themed transmedia book featuring digital fabrication activities on 5th-grade students (n = 29) recognized as advanced in mathematics based on their academic record. Data collected included a pretest and posttest of science content questions taken from released Virginia Standards…

  16. Digital Games, Design, and Learning

    PubMed Central

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

  17. 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.…

  18. 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.

  19. NASA Materials Related Lessons Learned

    NASA Technical Reports Server (NTRS)

    Garcia, Danny; Gill, Paul S.; Vaughan, William W.

    2003-01-01

    Lessons Learned have been the basis for our accomplishments throughout the ages. They have been passed down from father to son, mother to daughter, teacher to pupil, and older to younger worker. Lessons Learned have also been the basis for the nation s accomplishments for more than 200 years. Both government and industry have long recognized the need to systematically document and utilize the knowledge gained from past experiences in order to avoid the repetition of failures and mishaps. Through the knowledge captured and recorded in Lessons Learned from more than 80 years of flight in the Earth s atmosphere, NASA s materials researchers are constantly working to develop stronger, lighter, and more durable materials that can withstand the challenges of space. The Agency s talented materials engineers and scientists continue to build on that rich tradition by using the knowledge and wisdom gained from past experiences to create futuristic materials and technologies that will be used in the next generation of advanced spacecraft and satellites that may one day enable mankind to land men on another planet or explore our nearest star. These same materials may also have application here on Earth to make commercial aircraft more economical to build and fly. With the explosion in technical accomplishments over the last decade, the ability to capture knowledge and have the capability to rapidly communicate this knowledge at lightning speed throughout an organization like NASA has become critical. Use of Lessons Learned is a principal component of an organizational culture committed to continuous improvement.

  20. NASA Materials Related Lessons Learned

    NASA Technical Reports Server (NTRS)

    Garcia, Danny; Gill, Paul S.; Vaughan, William W.; Parker, Nelson C. (Technical Monitor)

    2002-01-01

    Lessons Learned have been the basis for our accomplishments throughout the ages. They have been passed down from father to son, mother to daughter, teacher to pupil, and older to younger worker. Lessons Learned have also been the basis for the nation's accomplishments for more than 200 years. Both government and industry have long recognized the need to systematically document and utilize the knowledge gained from past experiences in order to avoid the repetition of failures and mishaps. Through the knowledge captured and recorded in Lessons Learned from more than 80 years of flight in the Earth's atmosphere, NASA's materials researchers are constantly working to develop stronger, lighter, and more durable materials that can withstand the challenges of space. The Agency's talented materials engineers and scientists continue to build on that rich tradition by using the knowledge and wisdom gained from past experiences to create futurist materials and technologies that will be used in the next generation of advanced spacecraft and satellites that may one day enable mankind to land men on another planet or explore our nearest star. These same materials may also have application here on Earth to make commercial aircraft more economical to build and fly. With the explosion in technical accomplishments over the last decade, the ability to capture knowledge and have the capability to rapidly communicate this knowledge at lightning speed throughout an organization like NASA has become critical. Use of Lessons Learned is a principal component of an organizational culture committed to continuous improvement.

  1. Digital Media for STEM Learning: Developing scientific practice skills in the K-12 STEM classroom with resources from WGBH and PBS LearningMedia

    NASA Astrophysics Data System (ADS)

    Foster, J.; Connolly, R.

    2017-12-01

    WGBH's "Bringing the Universe to America's Classrooms" project is a 5-year effort to design, produce and evaluate digital media tools and resources that support scientific practice skills in diverse K-12 learners. Resources leverage data and content from NASA and WGBH signature programs, like NOVA, into sound instructional experiences that provide K-12 STEM teachers with free, quality resources for teaching topics in the Earth and Space Sciences. Resources address the content and practices in the new K-12 Framework for Science Education and are aligned with the NGSS. Participants will learn about design strategies, findings from our evaluation efforts, and how to access free resources on PBS LearningMedia.

  2. The Digital Learning Imperative: How Technology and Teaching Meet Today's Education Challenges. Digital Learning Series

    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…

  3. 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…

  4. 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…

  5. NASA "Rocks" Problem-Based Learning

    ERIC Educational Resources Information Center

    Johnson, Carla J.

    2004-01-01

    A rock investigation set up as a problem-based learning mini-unit for the author's seventh grade integrated science students. To start this unit, she explains to students that NASA has sent us a container of rocks that they would like to have identified. It is up to the students to assume the role of geologists and come up with some way to…

  6. 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…

  7. 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.…

  8. 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…

  9. Digital Learning Network Education Events for the Desert Research and Technology Studies

    NASA Technical Reports Server (NTRS)

    Paul, Heather L.; Guillory, Erika R.

    2007-01-01

    NASA s Digital Learning Network (DLN) reaches out to thousands of students each year through video conferencing and webcasting. As part of NASA s Strategic Plan to reach the next generation of space explorers, the DLN develops and delivers educational programs that reinforce principles in the areas of science, technology, engineering and mathematics. The DLN has created a series of live education videoconferences connecting the Desert Research and Technology Studies (RATS) field test to students across the United States. The programs are also extended to students around the world via live webcasting. The primary focus of the events is the Vision for Space Exploration. During the programs, Desert RATS engineers and scientists inform and inspire students about the importance of exploration and share the importance of the field test as it correlates with plans to return to the Moon and explore Mars. This paper describes the events that took place in September 2006.

  10. 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…

  11. NASA's next generation all-digital deep space network breadboard receiver

    NASA Technical Reports Server (NTRS)

    Hinedi, Sami

    1993-01-01

    This paper describes the breadboard advanced receiver (ARX) that is currently being built for future use in NASA's deep space network (DSN). This receiver has unique requirements in having to operate with very weak signals from deep space probes and provide high quality telemetry and tracking data. The hybrid analog/digital receiver performs multiple functions including carrier, subcarrier and symbol synchronization. Tracking can be achieved for either residual, suppressed or hybrid carriers and for both sinusoidal and square wave subcarriers. System requirements are specified and a functional description of the ARX is presented. The various digital signal processing algorithms used are also discussed and illustrated with block diagrams. Other functions such as time tagged Doppler extraction and monitor/control are also discussed including acquisition algorithms and lock detection schemes.

  12. 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;…

  13. Learning Behavior and Achievement Analysis of a Digital Game-Based Learning Approach Integrating Mastery Learning Theory and Different Feedback Models

    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…

  14. Learning to Teach in the Digital Age: New Materialities and Maker Paradigms in Schools. New Literacies and Digital Epistemologies

    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…

  15. An adaptive deep Q-learning strategy for handwritten digit recognition.

    PubMed

    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.

  16. 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…

  17. 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…

  18. Desktop Access to Full-Text NACA and NASA Reports: Systems Developed by NASA Langley Technical Library

    NASA Technical Reports Server (NTRS)

    Ambur, Manjula Y.; Adams, David L.; Trinidad, P. Paul

    1997-01-01

    NASA Langley Technical Library has been involved in developing systems for full-text information delivery of NACA/NASA technical reports since 1991. This paper will describe the two prototypes it has developed and the present production system configuration. The prototype systems are a NACA CD-ROM of thirty-three classic paper NACA reports and a network-based Full-text Electronic Reports Documents System (FEDS) constructed from both paper and electronic formats of NACA and NASA reports. The production system is the DigiDoc System (DIGItal Documents) presently being developed based on the experiences gained from the two prototypes. DigiDoc configuration integrates the on-line catalog database World Wide Web interface and PDF technology to provide a powerful and flexible search and retrieval system. It describes in detail significant achievements and lessons learned in terms of data conversion, storage technologies, full-text searching and retrieval, and image databases. The conclusions from the experiences of digitization and full- text access and future plans for DigiDoc system implementation are discussed.

  19. 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…

  20. 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…

  1. 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…

  2. 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…

  3. Development of the NASA Digital Astronaut Project Muscle Model

    NASA Technical Reports Server (NTRS)

    Lewandowski, Beth E.; Pennline, James A.; Thompson, W. K.; Humphreys, B. T.; Ryder, J. W.; Ploutz-Snyder, L. L.; Mulugeta, L.

    2015-01-01

    This abstract describes development work performed on the NASA Digital Astronaut Project Muscle Model. Muscle atrophy is a known physiological response to exposure to a low gravity environment. The DAP muscle model computationally predicts the change in muscle structure and function vs. time in a reduced gravity environment. The spaceflight muscle model can then be used in biomechanical models of exercise countermeasures and spaceflight tasks to: 1) develop site specific bone loading input to the DAP bone adaptation model over the course of a mission; 2) predict astronaut performance of spaceflight tasks; 3) inform effectiveness of new exercise countermeasures concepts.

  4. 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…

  5. NASA Resources for Educators and Public

    NASA Technical Reports Server (NTRS)

    Morales, Lester

    2012-01-01

    A variety of NASA Classroom Activities, Educator Guides, Lithographs, Posters and more are available to Pre ]service and In ]service Educators through Professional Development Workshops. We are here for you to engage, demonstrate, and facilitate the use of educational technologies, the NASA Website, NASA Education Homepage and more! We are here for you to inspire you by providing in-service and pre- service training utilizing NASA curriculum support products. We are here for you to partner with your local, state, and regional educational organizations to better educate ALL! NASA AESP specialists are experienced professional educators, current on education issues and familiar with the curriculum frameworks, educational standards, and systemic architecture of the states they service. These specialists provide engaging and inspiring student presentations and teacher training right at YOUR school at no cost to you! Experience free out-of-this-world interactive learning with NASA's Digital Learning Network. Students of all ages can participate in LIVE events with NASA Experts and Education Specialists. The Exploration Station provides NASA educational programs that introduce the application of Science, Technology, Engineering, & Mathematics, to students. Students participate in a variety of hands-on activities that compliment related topics taught by the classroom teacher. NASA KSC ERC can create Professional Development Workshops for teachers in groups of fifteen or more. Education/Information Specialists also assist educators in developing lessons to meet Sunshine State and national curriculum standards.

  6. West Virginia Digital Learning: Report to the Governor, Legislature, and West Virginia Board of Education

    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…

  7. [Digital learning and teaching in medical education : Already there or still at the beginning?

    PubMed

    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.

  8. 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.

  9. Storytelling in the digital world: achieving higher-level learning objectives.

    PubMed

    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.

  10. Digital Systems Supporting Cognition and Exploratory Learning in Twenty-First Century: Guest Editorial

    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…

  11. 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…

  12. 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…

  13. 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…

  14. Digital game based learning: A new method in teaching and learning mathematics

    NASA Astrophysics Data System (ADS)

    Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin

    2017-05-01

    Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.

  15. Digital Beamforming Synthetic Aperture Radar Developments at NASA Goddard Space Flight Center

    NASA Technical Reports Server (NTRS)

    Rincon, Rafael; Fatoyinbo, Temilola; Osmanoglu, Batuhan; Lee, Seung Kuk; Du Toit, Cornelis F.; Perrine, Martin; Ranson, K. Jon; Sun, Guoqing; Deshpande, Manohar; Beck, Jaclyn; hide

    2016-01-01

    Advanced Digital Beamforming (DBF) Synthetic Aperture Radar (SAR) technology is an area of research and development pursued at the NASA Goddard Space Flight Center (GSFC). Advanced SAR architectures enhances radar performance and opens a new set of capabilities in radar remote sensing. DBSAR-2 and EcoSAR are two state-of-the-art radar systems recently developed and tested. These new instruments employ multiple input-multiple output (MIMO) architectures characterized by multi-mode operation, software defined waveform generation, digital beamforming, and configurable radar parameters. The instruments have been developed to support several disciplines in Earth and Planetary sciences. This paper describes the radars advanced features and report on the latest SAR processing and calibration efforts.

  16. 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…

  17. Social Phenomenon of Community on Online Learning: Digital Interaction and Collaborative Learning Experience

    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…

  18. 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…

  19. Probing below the Surface of Mars. ITEA/NASA-JPL Learning Activity.

    ERIC Educational Resources Information Center

    Urquhart, Mary; Urquhart, Sally

    2000-01-01

    This activity, developed by NASA's Jet Propulsion Laboratory, involves students in recording and graphing temperature data to learn about NASA's Mars Microprobe Mission, Deep Space 2, and how the properties of a material affect the transfer of heat. (Author/JOW)

  20. 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…

  1. 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…

  2. 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…

  3. Learning Effectiveness of the NASA Digital Learning Network

    NASA Technical Reports Server (NTRS)

    Hix, Billy

    2005-01-01

    Student participation in actual investigations which develop inquiry and intellectual skills has long been regarded as an essential component of science instructions (Schwab, 1962; White, 1999). Such investigations give students an opportunity to appreciate the spirit of science and promote an understanding of the nature of science. However, classroom research conducted over the past 20 years describes science teaching as primarily teacher centered. Typical instruction consists of whole class, noninteractive activities in which individual seatwork has constituted the bulk of classroom interactions (Tobin and Gallagher, 1997). Students typically learn science from textbooks and lectures. Their main motivation is to do reasonably well on tests and examinations (Layman, 1999). During the past five years, infrastructure constraints have reduced to the point that many schools systems can now afford low cost, high quality video conferencing equipment (International Society for Technology in Education, 2003). This study investigates the use of interactive video conferencing vs. face to face interaction with hands-on, inquiry based activities. Some basic questions to be addressed are: How does the delivery method impact the students understanding of the goals of the experiment? Are students explanation of the strategies of experimentation different based on the method of instruction that was provided. Do students engaged in a workshop with the instructor in the room vs. an instructor over video conferencing have different perception of the understanding of the subject materials?

  4. 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…

  5. Digital Learning in the Wild: Re-Imagining New Ruralism, Digital Equity, and Deficit Discourses through the Thirdspace

    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…

  6. NASA Space Mechanisms Handbook: Lessons Learned Documented

    NASA Technical Reports Server (NTRS)

    Fusaro, Robert L.

    1999-01-01

    The need to improve space mechanism reliability is underscored by a long history of flight failures and anomalies caused by malfunctioning mechanisms on spacecraft and launch vehicles. Some examples of these failures are listed in a table. Because much experience has been gained over the years, many specialized design practices have evolved and many unsatisfactory design approaches have been identified.NASA and the NASA Lewis Research Center conducted a Lessons Learned Study (refs. 1 and 2) and wrote a handbook to document what has been learned in the past. The primary goals of the handbook were to identify desirable and undesirable design practices for space mechanisms and to reduce the number of failures caused by the repetition of past design errors. Another goal was to identify a variety of design approaches for specific applications and to provide the associated considerations and caveats for each approach in an effort to help designers choose the approach most suitable for each application. This technical summary outlines the goals and objectives of the handbook and study as well as the contents of the handbook.

  7. Optical Measurement Techniques for Rocket Engine Testing and Component Applications: Digital Image Correlation and Dynamic Photogrammetry

    NASA Technical Reports Server (NTRS)

    Gradl, Paul

    2016-01-01

    NASA Marshall Space Flight Center (MSFC) has been advancing dynamic optical measurement systems, primarily Digital Image Correlation, for extreme environment rocket engine test applications. The Digital Image Correlation (DIC) technology is used to track local and full field deformations, displacement vectors and local and global strain measurements. This technology has been evaluated at MSFC through lab testing to full scale hotfire engine testing of the J-2X Upper Stage engine at Stennis Space Center. It has been shown to provide reliable measurement data and has replaced many traditional measurement techniques for NASA applications. NASA and AMRDEC have recently signed agreements for NASA to train and transition the technology to applications for missile and helicopter testing. This presentation will provide an overview and progression of the technology, various testing applications at NASA MSFC, overview of Army-NASA test collaborations and application lessons learned about Digital Image Correlation.

  8. Textbooks vs. techbooks: Effectiveness of digital textbooks on elementary student motivation for learning

    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.

  9. 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…

  10. Digitization, Learning Organizations and Leadership.

    DTIC Science & Technology

    1995-12-15

    7 DIGITIZATION, LEARNING ORGANIZATIONS AND LEADERSHIP A Monograph by Major Jack L. Gumbert 1I Armor 19960617 064 School of Advanced Military Studies...BEST AVAILABLE COPY Aw A~ REPORT DOCUMENTATION PAGE O &8W en 0X =flbNowss BfMW uAmI &ar nARM~s mu OWNtrjaw AM pin= I/.r er- -Vcam Nouan School of...carnirng cw gniz’ationm art organi7atiCmt% that arc de’ngncd. equipped and tnqiuidU learn at at rapid p3a;. They adapt. w~rvivc and grow writhin their

  11. Digital learning programs - competition for the classical microscope?

    PubMed

    Schmidt, Peter

    2013-01-01

    The development of digital media has been impressive in recent years which is also among the reason for their increasing use in academic teaching. This is especially true for teaching Anatomy and Histology in the first two years in medical and dental curricula. Modern digital technologies allow for efficient, affordable and easily accessible distribution of histological images in high quality. Microscopy depends almost exclusively on such images. Since 20 years numerous digital teaching systems have been developed for this purpose. Respective developments have changed the ways students acquire knowledge and prepare for exams. Teaching staff should adapt lectures, seminars and labs accordingly. As a first step, a collection of high resolution digital microscopic slides was made available for students at the Friedrich-Schiller-University in Jena. The aim of the present study was to evaluate the importance of conventional light microscopy and related technologies in current and future medical and dental education aswell. A survey was done among 172 medical and dental students at the Friedrich-Schiller-University Jena. 51% of students use now frequently new digital media for learning histology in contrast to 5% in the year 2000 [1]. Digital media including Internet, CD- based learning combined with social networks successfully compete with classical light microscopy.

  12. Digital learning programs - competition for the classical microscope?

    PubMed Central

    Schmidt, Peter

    2013-01-01

    The development of digital media has been impressive in recent years which is also among the reason for their increasing use in academic teaching. This is especially true for teaching Anatomy and Histology in the first two years in medical and dental curricula. Modern digital technologies allow for efficient, affordable and easily accessible distribution of histological images in high quality. Microscopy depends almost exclusively on such images. Since 20 years numerous digital teaching systems have been developed for this purpose. Respective developments have changed the ways students acquire knowledge and prepare for exams. Teaching staff should adapt lectures, seminars and labs accordingly. As a first step, a collection of high resolution digital microscopic slides was made available for students at the Friedrich-Schiller-University in Jena. The aim of the present study was to evaluate the importance of conventional light microscopy and related technologies in current and future medical and dental education aswell. A survey was done among 172 medical and dental students at the Friedrich-Schiller-University Jena. 51% of students use now frequently new digital media for learning histology in contrast to 5% in the year 2000 [1]. Digital media including Internet, CD- based learning combined with social networks successfully compete with classical light microscopy. PMID:23467698

  13. 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.

  14. Digital and traditional slides for teaching cellular morphology: a comparative analysis of learning outcomes.

    PubMed

    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.

  15. Long-term Engagement in Authentic Research with NASA (LEARN): Lessons Learned from an Innovative Model for Teacher Research Experiences

    NASA Astrophysics Data System (ADS)

    Pippin, M. R.; Kollmeyer, R.; Joseph, J.; Yang, M. M.; Omar, A. H.; Harte, T.; Taylor, J.; Lewis, P. M.; Weisman, A.; Hyater-Adams, S.

    2013-12-01

    The NASA LEARN Project is an innovative program that provides long-term immersion in the practice of atmospheric science for middle and high school in-service teachers. Working alongside NASA scientists and using authentic NASA Science Mission Directorate (SMD) Research and Analysis (R&A) related and mission-based research data, teachers develop individual research topics of interest during two weeks in the summer while on-site at NASA Langley. With continued, intensive mentoring and guidance of NASA scientists, the teachers further develop their research throughout the academic year through virtual group meetings and data team meetings mirroring scientific collaborations. At the end of the first year, the LEARN teachers present scientific posters. During summer 2013, Cohort 1 (7 teachers) presented posters at an open session and discussed their research topics with Cohort 2 (6 teachers) and science and educator personnel at Langley. The LEARN experience has had such an impact that 6 teachers from Cohort 1 have elected to continue a second year of research working alongside Cohort 2 and LEARN scientists. In addition, Cohort 1 teachers have brought their LEARN experiences back to their classrooms in a variety of ways. The LEARN project evaluation has provided insights into the outcomes of this research experience for teachers and particularly effective program elements. In particular, the LEARN evaluation has focused on how an extended research experience for teachers spanning a full year influences teacher views of science and classroom integration of scientific principles. Early findings indicate that teachers' perceptions of the scientific enterprise have changed, and that LEARN provided substantial resources to help them take real-world research to their students. Teachers also valued the teamwork and cohort approach. In addition, the LEARN evaluation focuses on the experiences of scientists involved in the LEARN program and how their experiences working with

  16. Can Digital Learning Transform Education?

    ERIC Educational Resources Information Center

    Finn, Chester E., Jr.; Horn, Michael B.

    2013-01-01

    The enthusiasm for digital learning is contagious. More than 2 million K-12 students are enrolled in online courses today, and research firm Ambient Insight projects that figure will hit 10 million by 2014. Will today's wave of technology inexorably change the face of schooling, or must school administrators first alter policy? This article…

  17. 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…

  18. Literacy Learning in a Digitally Rich Humanities Classroom: Embracing Multiple, Collaborative, and Simultaneous Texts

    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…

  19. Understanding Digital Learning and Its Variable Effects

    NASA Astrophysics Data System (ADS)

    Means, B.

    2016-12-01

    An increasing proportion of undergraduate courses use an online or blended learning format. This trend signals major changes in the kind of instruction students receive in their STEM courses, yet evidence about the effectiveness of these new approaches is sparse. Existing syntheses and meta-analyses summarize outcomes from experimental or quasi-experimental studies of online and blended courses and document how few studies incorporate proper controls for differences in student characteristics, instructor behaviors, and other course conditions. The evidence that is available suggests that on average blended courses are equal to or better than traditional face-to-face courses and that online courses are equivalent in terms of learning outcomes. But these averages conceal a tremendous underlying variability. Results vary markedly from course to course, even when the same technology is used in both. Some research suggests that online instruction puts lower-achieving students at a disadvantage. It is clear that introducing digital learning per se is no guarantee that student engagement and learning will be enhanced. Getting more consistently positive impacts out of learning technologies is going to require systematic characterization of the features of learning technologies and associated instructional practices as well as attention to context and student characteristics. This presentation will present a framework for characterizing essential features of digital learning resources, implementation practices, and conditions. It will also summarize the research evidence with respect to the learning impacts of specific technology features including spaced practice, immediate feedback, mastery learning based pacing, visualizations and simulations, gaming features, prompts for explanations and reflection, and tools for online collaboration.

  20. 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…

  1. Teaching Inquiry using NASA Earth-System Science: Lessons Learned for Blended, Scaffolded Professional Development

    NASA Astrophysics Data System (ADS)

    Ellis, T. D.; TeBockhorst, D.

    2013-12-01

    Teaching Inquiry using NASA Earth-System Science (TINES) is a NASA EPOESS funded program exploring blended professional development for pre- and in-service educators to learn how to conduct meaningful inquiry lessons and projects in the K-12 classroom. This project combines trainings in GLOBE observational protocols and training in the use of NASA Earth Science mission data in a backward-faded scaffolding approach to teaching and learning about scientific inquiry. It also features a unique partnership with the National Science Teachers Association Learning Center to promote cohort building and blended professional development with access to NSTA's collection of resources. In this presentation, we will discuss lessons learned in year one and two of this program and how we plan to further develop this program over the next two years.

  2. Digital Leisure-Time Activities, Cognition, Learning Behaviour and Information Literacy: What Are Our Children Learning?

    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…

  3. NASA's Lessons Learned and Technical Standards: A Logical Marriage

    NASA Technical Reports Server (NTRS)

    Gill, Paul; Vaughan, William W.; Garcia, Danny; Weinstein, Richard

    2001-01-01

    Lessons Learned have been the basis for our accomplishments throughout the ages. They have been passed down from father to son, mother to daughter, teacher to pupil, and older to younger worker. Lessons Learned have also been the basis for NASA's accomplishments for more than forty years. Both government and industry have long recognized the need to systematically document and utilize the knowledge gained from past experiences in order to avoid the repetition of failures and mishaps. Lessons Learned have formed the foundation for discoveries, inventions, improvements, textbooks, and Technical Standards.

  4. Organizational Learning Post Catastrophic Events: A Descriptive Case Study Exploring NASA's Learning over Time Following Two Catastrophic Shuttle Accidents Using the Schwandt's Organizational Learning System Model

    ERIC Educational Resources Information Center

    Castro, Edgar Oscar

    2013-01-01

    A 30-year contribution of the Space Shuttle Program is the evolution of NASA's social actions through organizational learning. This study investigated how NASA learned over time following two catastrophic accidents. Schwandt's (1997) organizational Learning System Model (OLSM) characterized the learning in this High Reliability…

  5. Learning Tools for Knowledge Nomads: Using Personal Digital Assistants (PDAs) in Web-based Learning Environments.

    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)

  6. The Digital Learning Faculty Certificate Program

    ERIC Educational Resources Information Center

    Ginzburg, Ekaterina; Chepya, Peter; Demers, David

    2010-01-01

    To assist in the training and professional development of faculty new to teaching online, Sacred Heart University established the Digital Learning Faculty Certificate Program. This 8-week online cohort program provides faculty with best practices for teaching online, including instructional design, effective online communication and appropriate…

  7. Agriscience Teachers' Implementation of Digital Game-based Learning in an Introductory Animal Science Course

    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.

  8. 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'…

  9. 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…

  10. 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…

  11. 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…

  12. Automated Categorization Scheme for Digital Libraries in Distance Learning: A Pattern Recognition Approach

    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…

  13. 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…

  14. User guide for the digital control system of the NASA/Langley Research Center's 13-inch Magnetic Suspension and Balance System

    NASA Technical Reports Server (NTRS)

    Britcher, Colin P.

    1987-01-01

    The technical background to the development of the digital control system of the NASA/Langley Research Center's 13 inch Magnetic Supension and Balance Systen (MSBS) is reviewed. The implementation of traditional MSBS control algorithms in digital form is examined. Extensive details of the 13-inch MSBS digital controller and related hardware are given, together with the introductory instructions for systems operators. Full listings of software are included in the Appendices.

  15. Powerful Practices in Digital Learning Processes

    ERIC Educational Resources Information Center

    Sørensen, Birgitte Holm; Levinsen, Karin Tweddell

    2015-01-01

    The present paper is based on two empirical research studies. The "Netbook 1:1" project (2009-2012), funded by the municipality of Gentofte and Microsoft Denmark, is complete, while "Students' digital production and students as learning designers" (2013-2015), funded by the Danish Ministry of Education, is ongoing. Both…

  16. 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…

  17. 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…

  18. 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.…

  19. Effects of Anxiety Levels on Learning Performance and Gaming Performance in Digital Game-Based Learning

    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…

  20. Learning "in" or "with" Games? Quality Criteria for Digital Learning Games from the Perspectives of Learning, Emotion, and Motivation Theory

    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…

  1. 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…

  2. From Digital Administration to Organisational Learning

    ERIC Educational Resources Information Center

    Elkjaer, Bente

    2005-01-01

    Purpose: To explore whether deliberate organisational change of a public sector organisation (a local municipality) would create an avenue for organisational learning. Design/methodology/approach: A case study was set up to study the means by which the organisational change towards a digital administration was to come about. The organisational…

  3. 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.

  4. Description and Flight Test Results of the NASA F-8 Digital Fly-by-Wire Control System

    NASA Technical Reports Server (NTRS)

    1975-01-01

    A NASA program to develop digital fly-by-wire (DFBW) technology for aircraft applications is discussed. Phase I of the program demonstrated the feasibility of using a digital fly-by-wire system for aircraft control through developing and flight testing a single channel system, which used Apollo hardware, in an F-8C airplane. The objective of Phase II of the program is to establish a technology base for designing practical DFBW systems. It will involve developing and flight testing a triplex digital fly-by-wire system using state-of-the-art airborne computers, system hardware, software, and redundancy concepts. The papers included in this report describe the Phase I system and its development and present results from the flight program. Man-rated flight software and the effects of lightning on digital flight control systems are also discussed.

  5. Technical Guidelines for Digital Learning Content: Development, Evaluation, Selection, Acquisition and Use

    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…

  6. Digital lectures for learning gross anatomy: a study of their efficacy.

    PubMed

    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.

  7. Digital lectures for learning gross anatomy: a study of their efficacy

    PubMed Central

    2017-01-01

    Purpose The current study investigates the level of students’ learning and attitudes towards the teaching and learning process when using digital lectures to teach gross anatomy to year 1 medical students. Methods The study sampled year 1 medical students of cohorts 2013 and 2014. The year 1 medical students in 2013 were taught gross anatomy of the heart by didactic classroom lectures while those in 2014 were taught with digital lectures using the same content. A review session was conducted for the 2014 cohort. A 19-item survey was distributed amongst students to investigate their attitudes and feedback. The data were analysed using SPSS software. Results The 2014 cohort had a mean score of 47.65 for short essay questions and 51.19 for multiple choice questions, while the 2013 cohort scored an average of 36.80 for short essay questions and 49.22 for multiple choice questions. The difference in scores for each type of question was found to be significant. Using a 5-point Likert scale, students gave an average of 4.11 when asked if they liked the teaching and learning process and would like it to be applied further. Conclusion The results of the study provide strong evidence that the digital teaching and learning process was well received by students and could also lead to improved performance. Digital lectures can provide a satisfactory substitute for classroom lectures to teach gross anatomy, thus providing flexibility in learning and efficient learning, whilst also freeing lecture slots to promote mastery learning. PMID:28264551

  8. Digital Tools and Challenges to Institutional Traditions of Learning: Technologies, Social Memory and the Performative Nature of Learning

    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…

  9. 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.

  10. 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.

  11. Digital Learning As Enhanced Learning Processing? Cognitive Evidence for New insight of Smart Learning.

    PubMed

    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.

  12. 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…

  13. Six to Ten Digits Multiplication Fun Learning Using Puppet Prototype

    NASA Astrophysics Data System (ADS)

    Islamiah Rosli, D.'oria; Ali, Azita; Peng, Lim Soo; Sujardi, Imam; Usodo, Budi; Adie Perdana, Fengky

    2017-01-01

    Logic and technical subjects require students to understand basic knowledge in mathematic. For instance, addition, minus, division and multiplication operations need to be mastered by students due to mathematic complexity as the learning mathematic grows higher. Weak foundation in mathematic also contribute to high failure rate in mathematic subjects in schools. In fact, students in primary schools are struggling to learn mathematic because they need to memorize formulas, multiplication or division operations. To date, this study will develop a puppet prototyping for learning mathematic for six to ten digits multiplication. Ten participants involved in the process of developing the prototype in this study. Students involved in the study were those from the intermediate class students whilst teachers were selected based on their vast knowledge and experiences and have more than five years of experience in teaching mathematic. Close participatory analysis will be used in the prototyping process as to fulfil the requirements of the students and teachers whom will use the puppet in learning six to ten digit multiplication in mathematic. Findings showed that, the students had a great time and fun learning experience in learning multiplication and they able to understand the concept of multiplication using puppet. Colour and materials of the puppet also help to attract student attention during learning. Additionally, students able to visualized and able to calculate accurate multiplication value and the puppet help them to recall in multiplying and adding the digits accordingly.

  14. Digital learning objects in nursing consultation: technology assessment by undergraduate students.

    PubMed

    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.

  15. Cloud Study Investigators: Using NASA's CERES S'COOL in Problem-Based Learning

    ERIC Educational Resources Information Center

    Moore, Susan; Popiolkowski, Gary

    2011-01-01

    1This article describes how, by incorporating NASA's Students' Cloud Observations On-Line (S'COOL) project into a problem-based learning (PBL) activity, middle school students are engaged in authentic scientific research where they observe and record information about clouds and contribute ground truth data to NASA's Clouds and the Earth's…

  16. Digital recording as a teaching and learning method in the skills laboratory.

    PubMed

    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.

  17. Organisational Learning as an Emerging Process: The Generative Role of Digital Tools in Informal Learning Practices

    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…

  18. Event related potentials to digit learning: tracking neurophysiologic changes accompanying recall performance.

    PubMed

    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.

  19. 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…

  20. A Digital Approach to Learning Petrology

    NASA Astrophysics Data System (ADS)

    Reid, M. R.

    2011-12-01

    In the undergraduate igneous and metamorphic petrology course at Northern Arizona University, we are employing petrographic microscopes equipped with relatively inexpensive ( $200) digital cameras that are linked to pen-tablet computers. The camera-tablet systems can assist student learning in a variety of ways. Images provided by the tablet computers can be used for helping students filter the visually complex specimens they examine. Instructors and students can simultaneously view the same petrographic features captured by the cameras and exchange information about them by pointing to salient features using the tablet pen. These images can become part of a virtual mineral/rock/texture portfolio tailored to individual student's needs. Captured digital illustrations can be annotated with digital ink or computer graphics tools; this activity emulates essential features of more traditional line drawings (visualizing an appropriate feature and selecting a representative image of it, internalizing the feature through studying and annotating it) while minimizing the frustration that many students feel about drawing. In these ways, we aim to help a student progress more efficiently from novice to expert. A number of our petrology laboratory exercises involve use of the camera-tablet systems for collaborative learning. Observational responsibilities are distributed among individual members of teams in order to increase interdependence and accountability, and to encourage efficiency. Annotated digital images are used to share students' findings and arrive at an understanding of an entire rock suite. This interdependence increases the individual's sense of responsibility for their work, and reporting out encourages students to practice use of technical vocabulary and to defend their observations. Pre- and post-course student interest in the camera-tablet systems has been assessed. In a post-course survey, the majority of students reported that, if available, they would use

  1. 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…

  2. 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…

  3. Educating for Digital Futures: What the Learning Strategies of Digital Media Professionals Can Teach Higher Education

    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…

  4. A digital peer-to-peer learning platform for clinical skills development.

    PubMed

    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.

  5. Implementing digital technology to enhance student learning of pathology.

    PubMed

    Farah, C S; Maybury, T

    2009-08-01

    The introduction of digital technologies into the dental curriculum is an ongoing feature of broader changes going on in tertiary education. This report examines the introduction of digital virtual microscopy technology into the curriculum of the School of Dentistry at the University of Queensland (UQ) in Brisbane, Australia. Sixty students studying a course in pathology in 2005 were introduced to virtual microscopy technology alongside the more traditional light microscope and then asked to evaluate their own learning outcomes from this technology via a structured 5-point LIKART survey. A wide variety of questions dealing the pedagogic implications of the introduction of virtual microscopy into pathology were asked of students with the overall result being that it positively enhanced their learning of pathology via digital microscopic means. The success of virtual microscopy in dentistry at UQ is then discussed in the larger context of changes going on in tertiary education. In particular, the change from the print-literate tradition to the electronic one, that is from 'literacy to electracy'. Virtual microscopy is designated as a component of this transformation to electracy. Whilst traditional microscopic skills may still be valued in dental curricula, the move to virtual microscopy and computer-assisted, student-centred learning of pathology appears to enhance the learning experience in relation to its effectiveness in helping students engage and interact with the course material.

  6. 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…

  7. Lessons Learned from the NASA Plum Brook Reactor Facility Decommissioning

    NASA Technical Reports Server (NTRS)

    2010-01-01

    NASA has been conducting decommissioning activities at its PBRF for the last decade. As a result of all this work there have been several lessons learned both good and bad. This paper presents some of the more exportable lessons.

  8. Effect of digital problem-based learning cases on student learning outcomes in ophthalmology courses.

    PubMed

    Kong, Jun; Li, Xiaoyan; Wang, Youdong; Sun, Wei; Zhang, Jinsong

    2009-09-01

    To assess the impact of digital problem-based learning (PBL) cases on student learning in ophthalmology courses. Ninety students were randomly divided into 3 classes (30 students per class). The first class studied under a didactic model. The other 2 classes were divided into 6 groups (10 students per group) and received PBL teaching; 3 groups studied via cases presented in digital form and the others studied via paper-form cases. The results of theoretical and case analysis examinations were analyzed using the chi(2) test. Student performance on the interval practice was analyzed using the Kruskal-Wallis test. Questionnaires were used to evaluate student and facilitator perceptions. Students in the digital groups exhibited better performance in the practice procedures according to tutorial evaluations compared with the other groups (P < .05). The 2 PBL classes had significantly higher mean results of theoretical and case analysis examinations (P < .001), but there was no significant difference between the 2 PBL classes. Ninety-three percent of students in the digital groups (vs 73% in the paper groups) noted that the cases greatly stimulated their interest. Introducing PBL into ophthalmology could improve educational quality and effectiveness. Digital PBL cases stimulate interest and motivate students to further improve diagnosis and problem-handling skills.

  9. There Is More to Digital Learning than Counting on Your Fingers: Transforming Learning and Teaching with Digital Pedagogy

    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…

  10. 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.

  11. 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…

  12. 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…

  13. 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…

  14. 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.

  15. Logistics Lessons Learned in NASA Space Flight

    NASA Technical Reports Server (NTRS)

    Evans, William A.; DeWeck, Olivier; Laufer, Deanna; Shull, Sarah

    2006-01-01

    The Vision for Space Exploration sets out a number of goals, involving both strategic and tactical objectives. These include returning the Space Shuttle to flight, completing the International Space Station, and conducting human expeditions to the Moon by 2020. Each of these goals has profound logistics implications. In the consideration of these objectives,a need for a study on NASA logistics lessons learned was recognized. The study endeavors to identify both needs for space exploration and challenges in the development of past logistics architectures, as well as in the design of space systems. This study may also be appropriately applied as guidance in the development of an integrated logistics architecture for future human missions to the Moon and Mars. This report first summarizes current logistics practices for the Space Shuttle Program (SSP) and the International Space Station (ISS) and examines the practices of manifesting, stowage, inventory tracking, waste disposal, and return logistics. The key findings of this examination are that while the current practices do have many positive aspects, there are also several shortcomings. These shortcomings include a high-level of excess complexity, redundancy of information/lack of a common database, and a large human-in-the-loop component. Later sections of this report describe the methodology and results of our work to systematically gather logistics lessons learned from past and current human spaceflight programs as well as validating these lessons through a survey of the opinions of current space logisticians. To consider the perspectives on logistics lessons, we searched several sources within NASA, including organizations with direct and indirect connections with the system flow in mission planning. We utilized crew debriefs, the John Commonsense lessons repository for the JSC Mission Operations Directorate, and the Skylab Lessons Learned. Additionally, we searched the public version of the Lessons Learned

  16. 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…

  17. 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…

  18. 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…

  19. Digital Storytelling: Expanding Media Possibilities for Learning

    ERIC Educational Resources Information Center

    McLellan, Hilary, Ed.

    2008-01-01

    Stories offer a powerful framework for engagement, reflection, and other important skills that young people need to learn. As digital media have expanded, so have the possibilities for creating stories. Here, several examples of those new possibilities are examined, examples that highlight student-produced online broadcasting initiatives,…

  20. 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…

  1. 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…

  2. Application of Digital Object Identifiers to data sets at the NASA Goddard Earth Sciences Data and Information Services Center (GES DISC)

    NASA Astrophysics Data System (ADS)

    Vollmer, B.; Ostrenga, D.; Johnson, J. E.; Savtchenko, A. K.; Shen, S.; Teng, W. L.; Wei, J. C.

    2013-12-01

    Digital Object Identifiers (DOIs) are applied to selected data sets at the NASA Goddard Earth Sciences Data and Information Services Center (GES DISC). The DOI system provides an Internet resolution service for unique and persistent identifiers of digital objects. Products assigned DOIs include data from the NASA MEaSUREs Program, the Earth Observing System (EOS) Aqua Atmospheric Infrared Sounder (AIRS) and EOS Aura High Resolution Dynamics Limb Sounder (HIRDLS). DOIs are acquired and registered through EZID, California Digital Library and DataCite. GES DISC hosts a data set landing page associated with each DOI containing information on and access to the data including a recommended data citation when using the product in research or applications. This work includes participation with the earth science community (e.g., Earth Science Information Partners (ESIP) Federation) and the NASA Earth Science Data and Information System (ESDIS) Project to identify, establish and implement best practices for assigning DOIs and managing supporting information, including metadata, for earth science data sets. Future work includes (1) coordination with NASA mission Science Teams and other data providers on the assignment of DOIs for other GES DISC data holdings, particularly for future missions such as Orbiting Carbon Observatory -2 and -3 (OCO-2, OCO-3) and projects (MEaSUREs 2012), (2) construction of landing pages that are both human and machine readable, and (3) pursuing the linking of data and publications with tools such as the Thomson Reuters Data Citation Index.

  3. A Call to Action for Research in Digital Learning: Learning without Limits of Time, Place, Path, Pace…or Evidence

    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…

  4. Computers Take Flight: A History of NASA's Pioneering Digital Fly-By-Wire Project

    NASA Technical Reports Server (NTRS)

    Tomayko, James E.

    2000-01-01

    An overview of the NASA F-8 Fly-by Wire project is presented. The project made two significant contributions to the new technology: (1) a solid design base of techniques that work and those that do not, and (2) credible evidence of good flying qualities and the ability of such a system to tolerate real faults and to continue operation without degradation. In 1972 the F-8C aircraft used in the program became he first digital fly-by-wire aircraft to operate without a mechanical backup system.

  5. Empirical Study on the Effect of Digital Game-Based Instruction on Students' Learning Motivation and Achievement

    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…

  6. 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…

  7. 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…

  8. Lessons Learned while Exploring Cloud-Native Architectures for NASA EOSDIS Applications and Systems

    NASA Technical Reports Server (NTRS)

    Pilone, Dan

    2016-01-01

    As new, high data rate missions begin collecting data, the NASAs Earth Observing System Data and Information System (EOSDIS) archive is projected to grow roughly 20x to over 300PBs by 2025. To prepare for the dramatic increase in data and enable broad scientific inquiry into larger time series and datasets, NASA has been exploring the impact of applying cloud technologies throughout EOSDIS. In this talk we will provide an overview of NASAs prototyping and lessons learned in applying cloud architectures.

  9. NASA Quest.

    ERIC Educational Resources Information Center

    Ashby, Susanne

    2000-01-01

    Introduces NASA Quest as part of NASA's Learning Technologies Project, which connects students to the people of NASA through the various pages at the website where students can glimpse the various types of work performed at different NASA facilities and talk to NASA workers about the type of work they do. (ASK)

  10. Evolving a NASA Digital Object Identifiers System with Community Engagement

    NASA Astrophysics Data System (ADS)

    Wanchoo, L.; James, N.

    2016-12-01

    In 2010, NASA's Earth Science Data and Information System (ESDIS) Project began investigating the assignment of unique identifiers to its suite of data products being stewarded at data centers distributed across the country. This process led to the use of Digital Object Identifiers (DOIs) and the development of an automated system for the registration of these DOIs. Since that time, the ESDIS DOI registration system has evolved to be fully functional with over 3000 publicly accessible DOIs and over 1000 being held in reserve status until the information required for registration is obtained. The goal is to assign DOIs to the entire 7000+ data collections under ESDIS management via its network of discipline-oriented data centers. A key factor in the successful evolution of the DOI registration system has been the incorporation of community input. Over the last 3 years, ESDIS has solicited community input for making the DOI registration process more efficient through three focus groups under NASA's Earth Science Data System Working Group (ESDSWG). These groups were largely composed of DOI submitters and data curators from the 12 data centers serving user communities of various science disciplines. The suggestions from these groups were formulated into recommendations for ESDIS consideration and implementation. This poster will describe the process and the activities of each focus group, their recommendations, and how these recommendations were implemented.

  11. Evolution of NASA's Earth Science Digital Object Identifier Registration System

    NASA Technical Reports Server (NTRS)

    Wanchoo, Lalit; James, Nathan

    2017-01-01

    NASA's Earth Science Data and Information System (ESDIS) Project has implemented a fully automated system for assigning Digital Object Identifiers (DOIs) to Earth Science data products being managed by its network of 12 distributed active archive centers (DAACs). A key factor in the successful evolution of the DOI registration system over last 7 years has been the incorporation of community input from three focus groups under the NASA's Earth Science Data System Working Group (ESDSWG). These groups were largely composed of DOI submitters and data curators from the 12 data centers serving the user communities of various science disciplines. The suggestions from these groups were formulated into recommendations for ESDIS consideration and implementation. The ESDIS DOI registration system has evolved to be fully functional with over 5,000 publicly accessible DOIs and over 200 DOIs being held in reserve status until the information required for registration is obtained. The goal is to assign DOIs to the entire 8000+ data collections under ESDIS management via its network of discipline-oriented data centers. DOIs make it easier for researchers to discover and use earth science data and they enable users to provide valid citations for the data they use in research. Also for the researcher wishing to reproduce the results presented in science publications, the DOI can be used to locate the exact data or data products being cited.

  12. The Digital Learning Transition MOOC for Educators: Exploring a Scalable Approach to Professional Development

    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…

  13. Agriscience Teachers' Implementation of Digital Game-Based Learning in an Introductory Animal Science Course

    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…

  14. 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…

  15. Quality Control in K-12 Digital Learning: Three (Imperfect) Approaches. Creating Healthy Policy for Digital Learning. A Working Paper Series from the Thomas B. Fordham Institute

    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…

  16. Parental Acceptance of Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy

    2011-01-01

    In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…

  17. Supporting Collocation Learning with a Digital Library

    ERIC Educational Resources Information Center

    Wu, Shaoqun; Franken, Margaret; Witten, Ian H.

    2010-01-01

    Extensive knowledge of collocations is a key factor that distinguishes learners from fluent native speakers. Such knowledge is difficult to acquire simply because there is so much of it. This paper describes a system that exploits the facilities offered by digital libraries to provide a rich collocation-learning environment. The design is based on…

  18. Twelve tips for using digital storytelling to promote reflective learning by medical students.

    PubMed

    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.

  19. Digital Learning Resources and Ubiquitous Technologies in Education

    ERIC Educational Resources Information Center

    Camilleri, Mark Anthony; Camilleri, Adriana Caterina

    2017-01-01

    This research explores the educators' attitudes and perceptions about their utilisation of digital learning technologies. The methodology integrates measures from "the pace of technological innovativeness" and the "technology acceptance model" to understand the rationale for further ICT investment in compulsory education. A…

  20. Iterative learning-based decentralized adaptive tracker for large-scale systems: a digital redesign approach.

    PubMed

    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.

  1. Learning for Work and Professional Development: The Significance of Informal Learning Networks of Digital Media Industry Professionals

    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…

  2. 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…

  3. The impact of specially designed digital games-based learning in undergraduate pathology and medical education.

    PubMed

    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.

  4. The Costs of Online Learning. Creating Sound Policy for Digital Learning: A Working Paper Series from the Thomas B. Fordham Institute

    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…

  5. 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…

  6. 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…

  7. 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…

  8. Designing learning apparatus to promote twelfth grade students’ understanding of digital technology concept: A preliminary studies

    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.

  9. Multi-scale learning based segmentation of glands in digital colonrectal pathology images.

    PubMed

    Gao, Yi; Liu, William; Arjun, Shipra; Zhu, Liangjia; Ratner, Vadim; Kurc, Tahsin; Saltz, Joel; Tannenbaum, Allen

    2016-02-01

    Digital histopathological images provide detailed spatial information of the tissue at micrometer resolution. Among the available contents in the pathology images, meso-scale information, such as the gland morphology, texture, and distribution, are useful diagnostic features. In this work, focusing on the colon-rectal cancer tissue samples, we propose a multi-scale learning based segmentation scheme for the glands in the colon-rectal digital pathology slides. The algorithm learns the gland and non-gland textures from a set of training images in various scales through a sparse dictionary representation. After the learning step, the dictionaries are used collectively to perform the classification and segmentation for the new image.

  10. Multi-scale learning based segmentation of glands in digital colonrectal pathology images

    NASA Astrophysics Data System (ADS)

    Gao, Yi; Liu, William; Arjun, Shipra; Zhu, Liangjia; Ratner, Vadim; Kurc, Tahsin; Saltz, Joel; Tannenbaum, Allen

    2016-03-01

    Digital histopathological images provide detailed spatial information of the tissue at micrometer resolution. Among the available contents in the pathology images, meso-scale information, such as the gland morphology, texture, and distribution, are useful diagnostic features. In this work, focusing on the colon-rectal cancer tissue samples, we propose a multi-scale learning based segmentation scheme for the glands in the colon-rectal digital pathology slides. The algorithm learns the gland and non-gland textures from a set of training images in various scales through a sparse dictionary representation. After the learning step, the dictionaries are used collectively to perform the classification and segmentation for the new image.

  11. Semantic Web, Reusable Learning Objects, Personal Learning Networks in Health: Key Pieces for Digital Health Literacy.

    PubMed

    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.

  12. 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…

  13. 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.

  14. 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…

  15. 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…

  16. Digital Distinction: Badges Add a New Dimension to Adult Learning

    ERIC Educational Resources Information Center

    Ady, Kellie; Kinsella, Keli; Paynter, Amber

    2015-01-01

    As a part of a professional learning team, educators are constantly looking for new approaches and designs that promote deeper adult learning. This article describes how educators at Cherry Creek School District in Colorado developed a digital badge system that recognizes the work teachers are doing, supports a culture and climate of celebration,…

  17. Clinical case in digital technology for nursing students' learning: An integrative review.

    PubMed

    Hara, Cristina Yuri Nakata; Aredes, Natália Del Angelo; Fonseca, Luciana Mara Monti; Silveira, Renata Cristina de Campos Pereira; Camargo, Rosangela Andrade Aukar; de Goes, Fernanda Santos Nogueira

    2016-03-01

    This review aimed to analyze the available evidences in literature about clinical case studies inserted in digital technologies for nursing education, characterizing the technology resources and cognitive, procedural and attitudinal learnings. Integrative review of literature with the following steps: development of the research problem, data collection, data extraction and critic evaluation, data analysis and interpretation and presentation of results. The research question was: how does the clinical case study inserted in educational digital technology collaborate for cognitive, attitudinal and procedural learning of nursing students? data bases LILACS, PUBMED, CINAHL and Scopus. the search resulted in 437 studies: 136 from LILACS, 122 from PUBMED, 104 from Scopus and 75 from CINAHL. Of these, 143 did not meet the including criteria, 93 were duplicated and four studies were unavailable. After analyzing all abstracts based on inclusion and exclusion criteria, there were selected 197 studies and after full text analysis the final sample resulted in 21 primary studies. Case study use in educational digital technologies allowed the students to build different types of learning: cognitive learning (n 16 studies), attitudinal learning (n=12 studies) and procedural learning (n=8 studies). It is possible to conclude that case studies can collaborate with the students to develop different learnings which can be built integrate, continuous, informative and formative, aiming integral formation and aligned to policies of formation in nursing, both national and international. Copyright © 2015 Elsevier Ltd. All rights reserved.

  18. Ethical implications of digital images for teaching and learning purposes: an integrative review.

    PubMed

    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

  19. 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…

  20. 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.…

  1. 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…

  2. 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…

  3. Nonlinear machine learning and design of reconfigurable digital colloids.

    PubMed

    Long, Andrew W; Phillips, Carolyn L; Jankowksi, Eric; Ferguson, Andrew L

    2016-09-14

    Digital colloids, a cluster of freely rotating "halo" particles tethered to the surface of a central particle, were recently proposed as ultra-high density memory elements for information storage. Rational design of these digital colloids for memory storage applications requires a quantitative understanding of the thermodynamic and kinetic stability of the configurational states within which information is stored. We apply nonlinear machine learning to Brownian dynamics simulations of these digital colloids to extract the low-dimensional intrinsic manifold governing digital colloid morphology, thermodynamics, and kinetics. By modulating the relative size ratio between halo particles and central particles, we investigate the size-dependent configurational stability and transition kinetics for the 2-state tetrahedral (N = 4) and 30-state octahedral (N = 6) digital colloids. We demonstrate the use of this framework to guide the rational design of a memory storage element to hold a block of text that trades off the competing design criteria of memory addressability and volatility.

  4. 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…

  5. [Digital learning object for diagnostic reasoning in nursing applied to the integumentary system].

    PubMed

    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.

  6. 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…

  7. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis.

    PubMed

    Clark, Douglas B; Tanner-Smith, Emily E; Killingsworth, Stephen S

    2016-03-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions ([Formula: see text] = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs ([Formula: see text] = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium.

  8. 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…

  9. A Critical Review of Digital Storyline-Enhanced Learning

    ERIC Educational Resources Information Center

    Novak, Elena

    2015-01-01

    Storyline is one of the major motivators that lead people to play video games. However, little empirical evidence exists on the instructional effectiveness of integrating a storyline into digital learning materials. This systematic literature review presents current empirical findings on the effects of a storyline game design element for human…

  10. Experiential Learning of Digital Communication Using LabVIEW

    ERIC Educational Resources Information Center

    Zhan, Wei; Porter, Jay R.; Morgan, Joseph A.

    2014-01-01

    This paper discusses the design and implementation of laboratories and course projects using LabVIEW in an instrumentation course. The pedagogical challenge is to enhance students' learning of digital communication using LabVIEW. LabVIEW was extensively used in the laboratory sessions, which better prepared students for the course projects. Two…

  11. A Learning Design for Student-Generated Digital Storytelling

    ERIC Educational Resources Information Center

    Kearney, Matthew

    2011-01-01

    The literature on digital video in education emphasises the use of pre-fabricated, instructional-style video assets. Learning designs for supporting the use of these expert-generated video products have been developed. However, there has been a paucity of pedagogical frameworks for facilitating specific genres of learner-generated video projects.…

  12. 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,…

  13. 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…

  14. Learning by Peers: An Alternative Learning Model for Digital Inclusion of Elderly People

    NASA Astrophysics Data System (ADS)

    de Sales, Márcia Barros; Silveira, Ricardo Azambuja; de Sales, André Barros; de Cássia Guarezi, Rita

    This paper presents a model of digital inclusion for the elderly people, using learning by peers methodology. The model’s goal was valuing and promoting the potential capabilities of the elderly people by promoting some of them to instruct other elderly people to deal with computers and to use several software tools and internet services. The project involved 66 volunteering elderly people. However, 19 of them acted effectively as multipliers and the others as students. The process was observed through the empirical technique of interaction workshops. This technique was chosen for demanding direct participation of the people involved in real interaction. We worked with peer learning to facilitate the communication between elderly-learners and elderly-multipliers, due to the similarity in language, rhythm and life history, and because they felt more secure to develop the activities with people in their age group. This multiplying model can be used in centers, organizations and other entities that work with elderly people for their digital inclusion.

  15. The development of learning material using learning goal orientation approach in digital electronics

    NASA Astrophysics Data System (ADS)

    Puspitaningayu, P.; Anifah, L.; Kholis, N.

    2018-01-01

    Mastery of digital electronics principles is essential for future engineers in the digital era. This article describes the use of simulations in an undergraduate electrical engineering course to promote the adoption of a learning-goal orientation. This study used experimental method. This was done by providing students with a simulation environment which students freely use to experiment with various circuit models. Students were then invited to reflect on how the simulation results compare with results from lab experiments. The module got 82% of positive rating from 28 students and all of them passed in the examination with 81.8 as the average score. Those majority students were motivated by the combination of two learning goals written in the module. Moreover, they also gain the ability to design more complex systems because of their combined experience. Additionally, the module also has been validated and got 83% of reliability. The final product of this research hereafter can be recommended to be used as teaching material.

  16. Better Teaching and Learning in the Digital Classroom

    ERIC Educational Resources Information Center

    Gordon, David T., Ed.

    2003-01-01

    "Better Teaching and Learning in the Digital Classroom" is essential reading for any education professional or parent who wants to make the most of what the newest technologies have to offer. School spending on new computer technologies has mushroomed in recent years, as educators try to find every strategic advantage to improve teaching…

  17. Atmosphere Kits: Hands-On Learning Activities with a Foundation in NASA Earth Science Missions.

    NASA Astrophysics Data System (ADS)

    Teige, V.; McCrea, S.; Damadeo, K.; Taylor, J.; Lewis, P. M., Jr.; Chambers, L. H.

    2016-12-01

    The Science Directorate (SD) at NASA Langley Research Center provides many opportunities to involve students, faculty, researchers, and the citizen science community in real world science. The SD Education Team collaborates with the education community to bring authentic Earth science practices and real-world data into the classroom, provide the public with unique NASA experiences, engaging activities, and advanced technology, and provide products developed and reviewed by science and education experts. Our goals include inspiring the next generation of Science, Technology, Engineering and Mathematics (STEM) professionals and improving STEM literacy by providing innovative participation pathways for educators, students, and the public. The SD Education Team has developed Atmosphere activity kits featuring cloud and aerosol learning activities with a foundation in NASA Earth Science Missions, the Next Generation Science Standards, and The GLOBE Program's Elementary Storybooks. Through cloud kit activities, students will learn how to make estimates from observations and how to categorize and classify specific cloud properties, including cloud height, cloud cover, and basic cloud types. The purpose of the aerosol kit is to introduce students to aerosols and how they can affect the colors we see in the sky. Students will engage in active observation and reporting, explore properties of light, and model the effects of changing amounts/sizes or aerosols on sky color and visibility. Learning activity extensions include participation in ground data collection of environmental conditions and comparison and analysis to related NASA data sets, including but not limited to CERES, CALIPSO, CloudSat, and SAGE III on ISS. This presentation will provide an overview of multiple K-6 NASA Earth Science hands-on activities and free resources will be available.

  18. 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…

  19. 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…

  20. 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…

  1. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    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.

  2. 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…

  3. Motivating EFL Students: E-Learning Enjoyment as a Predictor of Vocabulary Learning through Digital Video Games

    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…

  4. The Complexity of Learning: Exploring the Interplay of Different Mediational Means in Group Learning with Digital Tools

    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.…

  5. 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)…

  6. 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…

  7. NASA Administrator Sean O'Keefe, left, learned about the Mach 10 X-43 research vehicle from manager

    NASA Technical Reports Server (NTRS)

    2002-01-01

    NASA Administrator Sean O'Keefe left, learned about the Mach 10 X-43 research vehicle from manager, Joel Sitz during O'Keefe's visit to the NASA Dryden Flight Research Center, Edwards, California, January 31, 2002.

  8. NASA's Kepler Mission: Lessons Learned from Teacher Professional Development Workshops

    NASA Astrophysics Data System (ADS)

    Devore, E.; Harman, P.; Koch, D.; Gould, A.

    2010-08-01

    NASA's Kepler Mission conducts teacher professional development workshops on the search for exoplanets in the habitable zone of Sun-like stars. Each is supported by a Kepler team scientist, two Education and Public Outreach staff and local hosts. Activities combine a science content lecture and discussion, making models, kinesthetic activities, and interpretation of transit data. The emphasis is on inquiry-based instruction and supports science education standards in grades 7-12. Participants' kit includes an orrery, optical sensor and software to demonstrate transit detection. The workshop plan, teaching strategies, and lessons learned from evaluation will be discussed. Future events are planned. The Kepler Mission teacher professional development workshops are designed using the best practices and principals from the National Science Education Standards and similar documents. Sharing the outcome of our plans, strategies and formative evaluation results can be of use to other Education and Public Outreach practitioners who plan similar events. In sharing our experiences, we hope to assist others, and to learn from them as well. Supported by NASA Grants to the E. DeVore, SETI Institute NAG2-6066 Kepler Education and Public Outreach and NNX08BA74G, IYA Kepler Mission Pre-launch Workshops.

  9. Digital Gaming and Language Learning: Autonomy and Community

    ERIC Educational Resources Information Center

    Chik, Alice

    2014-01-01

    The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…

  10. NASA LIVE Creating a Global Classroom

    ERIC Educational Resources Information Center

    Townes-Young, Katrina L.; Ewing, Virginia R.

    2005-01-01

    This article describes NASA LIVE (Learning through Interactive Videoconferencing Experiences), a free series of videoconferencing programs produced by NASA's Langley Center for Distance Learning in Hampton, Virginia. NASA LIVE is designed for K-12 educators and students, allowing teachers and students to interact with NASA experts in a virtual…

  11. NASA Tech Briefs, November/December 1986, Special Edition

    NASA Technical Reports Server (NTRS)

    1986-01-01

    Topics: Computing: The View from NASA Headquarters; Earth Resources Laboratory Applications Software: Versatile Tool for Data Analysis; The Hypercube: Cost-Effective Supercomputing; Artificial Intelligence: Rendezvous with NASA; NASA's Ada Connection; COSMIC: NASA's Software Treasurehouse; Golden Oldies: Tried and True NASA Software; Computer Technical Briefs; NASA TU Services; Digital Fly-by-Wire.

  12. 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…

  13. 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…

  14. 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…

  15. 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…

  16. A Project-Based Digital Storytelling Approach for Improving Students' Learning Motivation, Problem-Solving Competence and Learning Achievement

    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…

  17. 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…

  18. Enhancing Writing Achievement through a Digital Learning Environment: Case Studies of Three Struggling Adolescent Male Writers

    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…

  19. 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…

  20. Digital Soil Mapping - A platform for enhancing soil learning

    NASA Astrophysics Data System (ADS)

    Owens, Phillip; Libohova, Zamir; Monger, Curtis; Lindbo, David; Schmidt, Axel

    2017-04-01

    The expansion of digital infrastructure and tools has generated massive data and information as well as a need for reliable processing and accurate interpretations. Digital Soil Mapping is no exception in that it has provided opportunities for professionals and the public to interact at field and training/workshop levels in order to better understand soils and their benefits. USDA-NRCS National Cooperative Soil Survey regularly conducts training and workshops for soil scientists and other professionals in the US and internationally. A combination of field experiences with workshops conducted in a class environment offers ideal conditions for enhancing soil learning experiences. Examples from US, Haiti and Central America show that Digital Soil Mapping (DSM) tools are very effective for understanding and visualizing soils and their functioning at different scales.

  1. 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…

  2. 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,…

  3. Measuring the Environment through Digital Images

    NASA Astrophysics Data System (ADS)

    Pickle, J.; Schloss, A. L.

    2009-12-01

    A network of sites for citizen scientists to take a consistent time sequence of digital photographs of the landscape and an Internet site (http://picturepost.unh.edu/) that efficiently stores and distributes the digital images creates a low-cost and sustainable resource for scientific environmental monitoring and formal and informal science education. Digital photographs taken from the same location and positioned in the same direction and orientation allow scientists to monitor a variety of environmental parameters, including plant health, growth, and phenology; erosion and deposition; water levels; and cloud and canopy cover. The PicturePost platform is simply an octagon placed in the center of a flat surface and secured to a post anchored in the ground or onto a building. The edges of the octagon allow positioning of the camera so the complete landscape may be photographed in less than a minute. A NASA-funded project, Digital Earth Watch (aka Measuring Vegetation Health, (http://mvh.sr.unh.edu) provides educational activities and background materials that help people learn about plants as environmental “green canaries” and about the basics of cameras and digital images. The website also provides free software to analyze digital images. Although this project has been in development for four years, it is only beginning to find partners in which the data support multiple efforts. A large part of this integration is a result of recent NASA funding, which has allowed a new website to be developed to archive and display the images. The developing collaborations and the development of the new website at the same time enhanced both efforts. Because the website could include tools/features that appealed to the collaborating groups, all participants contributed ideas facing fewer restrictions. PicturePost made from recycled plastic lumber.

  4. 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…

  5. Using Long-Distance Scientist Involvement to Enhance NASA Volunteer Network Educational Activities

    NASA Astrophysics Data System (ADS)

    Ferrari, K.

    2012-12-01

    Since 1999, the NASA/JPL Solar System Ambassadors (SSA) and Solar System Educators (SSEP) programs have used specially-trained volunteers to expand education and public outreach beyond the immediate NASA center regions. Integrating nationwide volunteers in these highly effective programs has helped optimize agency funding set aside for education. Since these volunteers were trained by NASA scientists and engineers, they acted as "stand-ins" for the mission team members in communities across the country. Through the efforts of these enthusiastic volunteers, students gained an increased awareness of NASA's space exploration missions through Solar System Ambassador classroom visits, and teachers across the country became familiarized with NASA's STEM (Science, Technology, Engineering and Mathematics) educational materials through Solar System Educator workshops; however the scientist was still distant. In 2003, NASA started the Digital Learning Network (DLN) to bring scientists into the classroom via videoconferencing. The first equipment was expensive and only schools that could afford the expenditure were able to benefit; however, recent advancements in software allow classrooms to connect to the DLN via personal computers and an internet connection. Through collaboration with the DLN at NASA's Jet Propulsion Laboratory and the Goddard Spaceflight Center, Solar System Ambassadors and Solar System Educators in remote parts of the country are able to bring scientists into their classroom visits or workshops as guest speakers. The goals of this collaboration are to provide special elements to the volunteers' event, allow scientists opportunities for education involvement with minimal effort, acquaint teachers with DLN services and enrich student's classroom learning experience.;

  6. Bridging the Digital Divide with Off-Line E-Learning

    ERIC Educational Resources Information Center

    Hillier, Mathew

    2018-01-01

    This paper explores a proposal for an off-line e-learning platform that will provide a bridge for digitally unconnected students and educators to join the contemporary information and communications technology (ICT) intensive world. Individual remote and unconnected learners face a chicken and egg problem for engagement with contemporary…

  7. Designing Digital Problem Based Learning Tasks that Motivate Students

    ERIC Educational Resources Information Center

    van Loon, Anne-Marieke; Ros, Anje; Martens, Rob

    2013-01-01

    This study examines whether teachers are able to apply the principles of autonomy support and structure support in designing digital problem based learning (PBL) tasks. We examine whether these tasks are more autonomy- and structure-supportive and whether primary and secondary school students experience greater autonomy, competence, and motivation…

  8. Doing What We Teach: Promoting Digital Literacies for Professional Development through Personal Learning Environments and Participation

    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)…

  9. 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.

  10. 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…

  11. Learning in the Early Years: Social Interactions around Picturebooks, Puzzles and Digital Technologies

    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…

  12. 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…

  13. Spatial Learning and Wayfinding in an Immersive Environment: The Digital Fulldome.

    PubMed

    Hedge, Craig; Weaver, Ruth; Schnall, Simone

    2017-05-01

    Previous work has examined whether immersive technologies can benefit learning in virtual environments, but the potential benefits of technology in this context are confounded by individual differences such as spatial ability. We assessed spatial knowledge acquisition in male and female participants using a technology not previously examined empirically: the digital fulldome. Our primary aim was to examine whether performance on a test of survey knowledge was better in a fulldome (N = 28, 12 males) relative to a large, flat screen display (N = 27, 13 males). Regression analysis showed that, compared to a flat screen display, males showed higher levels of performance on a test of survey knowledge after learning in the fulldome, but no benefit occurred for females. Furthermore, performance correlated with spatial visualization ability in male participants, but not in female participants. Thus, the digital fulldome is a potentially useful learning aid, capable of accommodating multiple users, but individual differences and use of strategy need to be considered.

  14. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    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"…

  15. Contradictory Explorative Assessment. Multimodal Teacher/Student Interaction in Scandinavian Digital Learning Environments

    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…

  16. The NASA/IPAC Teacher Archive Research Program (NITARP): Lessons Learned

    NASA Astrophysics Data System (ADS)

    Rebull, Luisa M.; Gorjian, Varoujan; Squires, Gordon K.

    2017-01-01

    NITARP, the NASA/IPAC Teacher Archive Research Program, gets teachers involved in authentic astronomical research. We partner small groups of educators with a professional astronomer mentor for a year-long original research project. The teams echo the entire research process, from writing a proposal, to doing the research, to presenting the results at an American Astronomical Society (AAS) meeting. The program runs from January through January. Applications are available annually in May and are due in September. The educators’ experiences color their teaching for years to come, influencing hundreds of students per teacher. In support of other teams planning programs similar to NITARP, in this poster we present our top lessons learned from running NITARP for more than 10 years. Support is provided for NITARP by the NASA ADP program.

  17. NASA Airborne Astronomy Ambassadors (AAA) Professional Development and NASA Connections

    NASA Astrophysics Data System (ADS)

    Backman, D. E.; Clark, C.; Harman, P. K.

    2017-12-01

    NASA's Airborne Astronomy Ambassadors (AAA) program is a three-part professional development (PD) experience for high school physics, astronomy, and earth science teachers. AAA PD consists of: (1) blended learning via webinars, asynchronous content learning, and in-person workshops, (2) a STEM immersion experience at NASA Armstrong's B703 science research aircraft facility in Palmdale, California, and (3) ongoing opportunities for connection with NASA astrophysics and planetary science Subject Matter Experts (SMEs). AAA implementation in 2016-18 involves partnerships between the SETI Institute and seven school districts in northern and southern California. AAAs in the current cohort were selected by the school districts based on criteria developed by AAA program staff working with WestEd evaluation consultants. The selected teachers were then randomly assigned by WestEd to a Group A or B to support controlled testing of student learning. Group A completed their PD during January - August 2017, then participated in NASA SOFIA science flights during fall 2017. Group B will act as a control during the 2017-18 school year, then will complete their professional development and SOFIA flights during 2018. A two-week AAA electromagnetic spectrum and multi-wavelength astronomy curriculum aligned with the Science Framework for California Public Schools and Next Generation Science Standards was developed by program staff for classroom delivery. The curriculum (as well as the AAA's pre-flight PD) capitalizes on NASA content by using "science snapshot" case studies regarding astronomy research conducted by SOFIA. AAAs also interact with NASA SMEs during flight weeks and will translate that interaction into classroom content. The AAA program will make controlled measurements of student gains in standards-based learning plus changes in student attitudes towards STEM, and observe & record the AAAs' implementation of curricular changes. Funded by NASA: NNX16AC51

  18. 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…

  19. 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…

  20. 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…

  1. 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…

  2. Digital heritage gamification: An augmented-virtual walkthrough to learn and explore historical places

    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.

  3. Storytelling and professional learning: a phenomenographic study of students' experience of patient digital stories in nurse education.

    PubMed

    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.

  4. 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…

  5. My Rewarding Summer Research Experience at NASA

    NASA Technical Reports Server (NTRS)

    Aviles, Andres

    2007-01-01

    My summer research experience at the Kennedy Space Center has been a truly rewarding one. As an electrical engineering student at the University of South Florida, I was blessed with a beneficial opportunity to gain valuable knowledge in my career, and also apply it through working at NASA. One of my inspirations in becoming an engineer is to work at NASA someday, and I was very excited and honored to have this opportunity. My goal in this internship was to strengthen my preparation in becoming an engineer by learning new material, acquiring skills by practicing what I learned, and discovering the expectations of engineering work at NASA. Through this summer research, I was able to learn new computer programs and perform various tasks that gave me experience and skills as an engineer. My primary job was to conduct work on the Constellation Test article, which is a simulation model of the Crew Launch Vehicle (CLV) tanking system. This is a prototype of a launch facility and an Ares I Vehicle, which God willing will transport astronauts to the moon. Construction of the CLV is in progress and a test launch is anticipated for 2010. Moreover, the Test Article serves as a demonstration too, training test bed, and may be expanded for new simulation of launch system elements, which could be applied to real life operations. The test article is operated and run by a Programmable Logic Controller (PLC), which is a digital computer that is used to control all forms of machinery such as those in manufacturing buildings and other industries. PLCs are different than other computers because of the physical protection they have against damaging environmental conditions that would destroy other computers. Also, PLCs are equipped with lots of input and output connections that allow extensive amounts of commands to be executed, which would normally require many computers to do. Therefore, PLCs are small, rugged, and extremely powerful tools that may continue to be employed at NASA

  6. Digital Game-Based Learning in Accounting and Business Education

    ERIC Educational Resources Information Center

    Carenys, Jordi; Moya, Soledad

    2016-01-01

    This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL's effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital…

  7. Using information and communication technology (ICT) to the maximum: learning and teaching biology with limited digital technologies

    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.

  8. Application experience with the NASA aircraft interrogation and display system - A ground-support equipment for digital flight systems

    NASA Technical Reports Server (NTRS)

    Glover, R. D.

    1983-01-01

    The NASA Dryden Flight Research Facility has developed a microprocessor-based, user-programmable, general-purpose aircraft interrogation and display system (AIDS). The hardware and software of this ground-support equipment have been designed to permit diverse applications in support of aircraft digital flight-control systems and simulation facilities. AIDS is often employed to provide engineering-units display of internal digital system parameters during development and qualification testing. Such visibility into the system under test has proved to be a key element in the final qualification testing of aircraft digital flight-control systems. Three first-generation 8-bit units are now in service in support of several research aircraft projects, and user acceptance has been high. A second-generation design, extended AIDS (XAIDS), incorporating multiple 16-bit processors, is now being developed to support the forward swept wing aircraft project (X-29A). This paper outlines the AIDS concept, summarizes AIDS operational experience, and describes the planned XAIDS design and mechanization.

  9. 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…

  10. Developing a digital learning version of a mentorship training programme.

    PubMed

    Casey, Debbie; Clark, Liz; Gould, Kathryn

    2018-01-25

    This article describes the experience of one university team in developing, delivering and evaluating an online Nursing and Midwifery Council-approved mentorship programme for nurses and midwives who support pre-registration students in practice. Although the authors are confident of the quality of the educational provision, this article does not discuss this programme as an exemplar of best practice, but aims to share the learning gained from the experience of introducing a digital learning version of a mentorship course.

  11. Games for learning: vast wasteland or a digital promise?

    PubMed

    Levine, Michael H; Vaala, Sarah E

    2013-01-01

    Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume, drawing perspective from the context of the current United States program and policy reform. The authors conclude that digital games have some unique potential to address pressing educational challenges, but that new mechanisms for advancing purposeful research and development must be adopted by both policymakers and industry leaders. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  12. 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.

  13. An Overview of the Annual NASA Tire/Runway Friction Workshop and Lessons Learned

    NASA Technical Reports Server (NTRS)

    Yager, Thomas J.

    2005-01-01

    This paper summarizes the organization efforts, objectives, scope, agenda, test procedures and results from eleven years of conducting the NASA Tire/Runway Friction Workshop. The paper will also summarize the lessons learned between 1994 and 2004. A description of the various friction, texture and roughness equipment used during these workshops at NASA Wallops Flight Facility on the eastern shore of Virginia will be provided together with the range of test surfaces available for evaluation. The need for friction measuring equipment calibration centers is discussed and plans for future workshops are identified.

  14. Games for Learning: Vast Wasteland or a Digital Promise?

    ERIC Educational Resources Information Center

    Levine, Michael H.; Vaala, Sarah E.

    2013-01-01

    Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume,…

  15. Reorienting Self-Directed Learning for the Creative Digital Era

    ERIC Educational Resources Information Center

    Karakas, Fahri; Manisaligil, Alperen

    2012-01-01

    Purpose: The purpose of this paper is to identify the new role that human resource developers play in the globally connected workplace. Towards that end, this paper explores the changing landscape of self-directed learning (SDL) within the digital ecosystem based on the concept of World 2.0. Design/methodology/approach: This paper reviews and…

  16. NASA's Evolutionary Xenon Thruster: The NEXT Ion Propulsion System for Solar System Exploration

    NASA Technical Reports Server (NTRS)

    Pencil, Eric J.; Benson, Scott W.

    2008-01-01

    This viewgraph presentation reviews NASA s Evolutionary Xenon Thruster (NEXT) Ion Propulsion system. The NEXT project is developing a solar electric ion propulsion system. The NEXT project is advancing the capability of ion propulsion to meet NASA robotic science mission needs. The NEXT system is planned to significantly improve performance over the state of the art electric propulsion systems, such as NASA Solar Electric Propulsion Technology Application Readiness (NSTAR). The status of NEXT development is reviewed, including information on the NEXT Thruster, the power processing unit, the propellant management system (PMS), the digital control interface unit, and the gimbal. Block diagrams NEXT system are presented. Also a review of the lessons learned from the Dawn and NSTAR systems is provided. In summary the NEXT project activities through 2007 have brought next-generation ion propulsion technology to a sufficient maturity level.

  17. 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…

  18. E-Learning Content Design Standards Based on Interactive Digital Concepts Maps in the Light of Meaningful and Constructivist Learning Theory

    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…

  19. Autism and Digital Learning Environments: Processes of Interaction and Mediation

    ERIC Educational Resources Information Center

    Passerino, Liliana M.; Santarosa, Lucila M. Costi

    2008-01-01

    Using a socio-historical perspective to explain social interaction and taking advantage of information and communication technologies (ICTs) currently available for creating digital learning environments (DLEs), this paper seeks to redress the absence of empirical data concerning technology-aided social interaction between autistic individuals. In…

  20. Long-Term Engagement in Authentic Research with NASA (LEARN): Innovative Practices Suggested By a New Model for Teacher Research Experiences

    NASA Astrophysics Data System (ADS)

    Pippin, M. R.; Joseph, J. D.; Yang, M. M.; Omar, A. H.; Crecelius, S.; Harte, T.; Lewis, P. M., Jr.; Taylor, J.; Bujosa, R.; Moulton, C.; Haggard, C. S.; Hyater-Adams, S.; Kollmeyer, R.; Weisman, A.

    2014-12-01

    NASA's LEARN Project is an innovative program that provides long-term immersion in the practice of atmospheric science for middle and high school in-service teachers. Working alongside NASA scientists and using authentic NASA Science Mission Directorate research data, teachers develop individual research topics of interest during two weeks in the summer while on-site at NASA Langley. With continued, intensive mentoring by NASA scientists, the teachers further develop their research throughout the academic year through virtual group meetings and data team meetings mirroring scientific collaborations. At the end of the first year, LEARN teachers present scientific posters. The LEARN experience has had such an impact that multiple teachers from the first two cohorts have elected to continue their research. The LEARN project evaluation has provided insights into particularly effective elements of this new approach. Findings indicate that teachers' perceptions of the scientific enterprise have changed, and that LEARN provided substantial resources to help them take real-world research to their students. This presentation will focus on key factors from LEARN's implementation that inform best practices for the incorporation of authentic scientific research into teacher professional development experiences. We suggest that these factors should be considered in the development of other such experiences, including: (1) The involvement of a single scientist as both the project leader/manager and the project scientist, to ensure that the project can meet teachers' needs. (2) An emphasis on framing and approaching scientific research questions, so that teachers can learn to evaluate the feasibility of studies based on scope, scale, and availability of data. (3) Long term, ongoing relationships where teachers and scientists work as collaborators, beyond the workshop "mold." (4) A focus on meeting the needs of individual teachers, whether their needs relate to elements of

  1. Successful Teaching, Learning, and Use of Digital Mapping Technology in Mazvihwa, Rural Zimbabwe

    NASA Astrophysics Data System (ADS)

    Eitzel Solera, M. V.; Madzoro, S.; Solera, J.; Mhike Hove, E.; Changarara, A.; Ndlovu, D.; Chirindira, A.; Ndlovu, A.; Gwatipedza, S.; Mhizha, M.; Ndlovu, M.

    2016-12-01

    Participatory mapping is now a staple of community-based work around the world. Particularly for indigenous and rural peoples, it can represent a new avenue for environmental justice and can be a tool for culturally appropriate management of local ecosystems. We present a successful example of teaching and learning digital mapping technology in rural Zimbabwe. Our digital mapping project is part of the long-term community-based participatory research of The Muonde Trust in Mazvihwa, Zimbabwe. By gathering and distributing local knowledge and also bringing in visitors to share knowledge, Muonde has been able to spread relevant information among rural farmers. The authors were all members of Muonde or were Muonde's visitors, and were mentors and learners of digital mapping technologies at different times. Key successful characteristics of participants included patience, compassion, openness, perseverance, respect, and humility. Important mentoring strategies included: 1) instruction in Shona and in English, 2) locally relevant examples, assignments, and analogies motivated by real needs, 3) using a variety of teaching methods for different learning modalities, 4) building on and modifying familiar teaching methods, and 5) paying attention to the social and relational aspects of teaching and learning. The Muonde mapping team has used their new skills for a wide variety of purposes, including: identifying, discussing, and acting on emerging needs; using digital mapping for land-use and agropastoral planning; and using mapping as a tool for recording and telling important historical and cultural stories. Digital mapping has built self-confidence as well as providing employable skills and giving Muonde more visibility to other local and national non-governmental organizations, utility companies, and educational institutions. Digital mapping, as taught in a bottom-up, collaborative way, has proven to be both accessible and of enormous practical use to rural Zimbabweans.

  2. 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:…

  3. 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…

  4. An Innovative Learning Model in Digital Age: Flipped Classroom

    ERIC Educational Resources Information Center

    Çevikbas, Mustafa; Argün, Ziya

    2017-01-01

    The study aimed to emphasize that digital revolution has crucial influences on the field of education as in many other fields. The relevant influences have led to radical changes in terms of teaching and learning approaches approved in the field of education. The students in our age have quite different characteristics when compared to the past,…

  5. Using Online Digital Tools and Video to Support International Problem-Based Learning

    ERIC Educational Resources Information Center

    Lajoie, Susanne P.; Hmelo-Silver, Cindy; Wiseman, Jeffrey; Chan, Lap Ki; Lu, Jingyan; Khurana, Chesta; Cruz-Panesso, Ilian; Poitras, Eric; Kazemitabar, Maedeh

    2014-01-01

    The goal of this study is to examine how to facilitate cross-cultural groups in problem-based learning (PBL) using online digital tools and videos. The PBL consisted of two video-based cases used to trigger student-learning issues about giving bad news to HIV-positive patients. Mixed groups of medical students from Canada and Hong Kong worked with…

  6. Implementing Blended Self-Managed Action Learning for Digital Entrepreneurs in Higher Education

    ERIC Educational Resources Information Center

    Shurville, Simon; Rospigliosi, Asher

    2009-01-01

    We report upon implementing blended self-managed action learning (SMAL) within graduate and postgraduate courses in digital entrepreneurship. In four out of five cases, we found that SMAL was highly motivating to our learners and integrated well with a blended and flexible approach to learning. We report a case where a SMAL set broke down due to…

  7. Establishment of a Digital Knowledge Conversion Architecture Design Learning with High User Acceptance

    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…

  8. 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…

  9. 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…

  10. 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…

  11. Digital Game-Based Language Learning in Foreign Language Teacher Education

    ERIC Educational Resources Information Center

    Alyaz, Yunus; Genc, Zubeyde Sinem

    2016-01-01

    New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of…

  12. Does Transformational Leadership Encourage Teachers' Use of Digital Learning Materials

    ERIC Educational Resources Information Center

    Vermeulen, Marjan; Van Acker, Frederik; Kreijns, Karel; van Buuren, Hans

    2015-01-01

    To gain insight into how to promote teachers' use of digital learning materials (DLMs) in their pedagogical practices we adopted the Integrated Model of Behaviour Prediction to investigate the relationships between organizational and teacher-related variables. A representative sample of 772 teachers from primary, secondary or vocational education…

  13. A Digital Ecosystems Model of Assessment Feedback on Student Learning

    ERIC Educational Resources Information Center

    Gomez, Stephen; Andersson, Holger; Park, Julian; Maw, Stephen; Crook, Anne; Orsmond, Paul

    2013-01-01

    The term ecosystem has been used to describe complex interactions between living organisms and the physical world. The principles underlying ecosystems can also be applied to complex human interactions in the digital world. As internet technologies make an increasing contribution to teaching and learning practice in higher education, the…

  14. The Digital Twin Paradigm for Future NASA and U.S. Air Force Vehicles

    NASA Technical Reports Server (NTRS)

    Glaessgen, Edward H.; Stargel, D. S.

    2012-01-01

    Future generations of NASA and U.S. Air Force vehicles will require lighter mass while being subjected to higher loads and more extreme service conditions over longer time periods than the present generation. Current approaches for certification, fleet management and sustainment are largely based on statistical distributions of material properties, heuristic design philosophies, physical testing and assumed similitude between testing and operational conditions and will likely be unable to address these extreme requirements. To address the shortcomings of conventional approaches, a fundamental paradigm shift is needed. This paradigm shift, the Digital Twin, integrates ultra-high fidelity simulation with the vehicle s on-board integrated vehicle health management system, maintenance history and all available historical and fleet data to mirror the life of its flying twin and enable unprecedented levels of safety and reliability.

  15. Acting on Lessons Learned: A NASA Glenn Acoustics Branch Perspective

    NASA Technical Reports Server (NTRS)

    Koch, L. Danielle

    2008-01-01

    Lessons learned from the International Space Station have indicated that early attention to acoustics will be key to achieving safer, more productive environments for new long duration missions. Fans are known to be dominant noise sources, and reducing fan noise poses challenges for fan manufacturers and systems engineers. The NASA Glenn Acoustics Branch has considered ways in which expertise and capabilities traditionally used to understand and mitigate aircraft engine noise can be used to address small fan noise issues in Exploration and Information Technology applications. Many could benefit if NASA can capture what is known about small fan aero and acoustic performance in a "Guide for the Design, Selection, and Installation of Fans for Spaceflight Applications." A draft outline for this document will be offered as a useful starting point for brainstorming ideas for the various smaller, near-term research projects that would need to be addressed first.

  16. Description and theory of operation of the computer by-pass system for the NASA F-8 digital fly-by-wire control system

    NASA Technical Reports Server (NTRS)

    1978-01-01

    A triplex digital flight control system was installed in a NASA F-8C airplane to provide fail operate, full authority control. The triplex digital computers and interface circuitry process the pilot commands and aircraft motion feedback parameters according to the selected control laws, and they output the surface commands as an analog signal to the servoelectronics for position control of the aircraft's power actuators. The system and theory of operation of the computer by pass and servoelectronics are described and an automated ground test for each axis is included.

  17. Lightning effects on the NASA F-8 digital-fly-by-wire airplane

    NASA Technical Reports Server (NTRS)

    Plumer, J. A.; Fisher, F. A.; Walko, L. C.

    1975-01-01

    The effects of lightning on a Digital Fly-By-Wire (DFBW)aircraft control system were investigated. The aircraft was a NASA operated F-8 fitted with a modified Apollo guidance computer. Current pulses similar in waveshape to natural lightning, but lower in amplitude, were injected into the aircraft. Measurements were made of the voltages induced on the DFBW circuits, the total current induced on the bundles of wires, the magnetic field intensity inside the aircraft, and the current density on the skin of the aircraft. Voltage measurements were made in both the line-to-ground and line-to-line modes. Voltages measured at the non-destructive test level were then scaled upward to determine how much would be produced by actual lightning. A 200,000 ampere severe lightning flash would produce between 40 and 2000 volts in DFBW circuits. Some system components are expected to be vulnerable to these voltages.

  18. Teaching Dental Students to Understand the Temporomandibular Joint Using MRI: Comparison of Conventional and Digital Learning Methods.

    PubMed

    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.

  19. 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…

  20. 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…

  1. 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…

  2. 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…

  3. The Role of Digital Technologies in Numeracy Teaching and Learning

    ERIC Educational Resources Information Center

    Geiger, Vince; Goos, Merrilyn; Dole, Shelley

    2015-01-01

    This paper presents a model of numeracy that integrates the use of digital technologies among other elements of teaching and learning mathematics. Drawing on data from a school-based project, which includes records of classroom observations, semi-structured teacher interviews and artefacts such as student work samples, a classroom-based vignette…

  4. Digital Game-Based Learning: A Didactic Experience in the Pre-Degree Nursing Career.

    PubMed

    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.

  5. Digital Teaching Platforms: Customizing Classroom Learning for Each Student. Technology & Education, Connections (TEC)

    ERIC Educational Resources Information Center

    Dede, Chris, Ed.; Richards, John, Ed.

    2012-01-01

    The Digital Teaching Platform (DTP) brings the power of interactive technology to teaching and learning in classrooms. In this authoritative book, top researchers in the field of learning science and educational technology examine the current state of design and research on DTPs, the principles for evaluating them, and their likely evolution as a…

  6. Beyond Universal Design for Learning: Guiding Principles to Reduce Barriers to Digital & Media Literacy Competence

    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…

  7. NASA Education: Using Inquiry in the Classroom so that Students See Learning in a Whole New Light

    ERIC Educational Resources Information Center

    Loston, Adena Williams; Steffen, Peggy L.; McGee, Steven

    2005-01-01

    This article addresses how NASA uses inquiry in the classroom so that students can see learning in a whole new light. The goal is to increase scientific literacy among Americans and to entice a greater number of students to pursue careers in science, technology, engineering and mathematics. Although NASA offers a diverse array of programs that…

  8. Connectivism: A knowledge learning theory for the digital age?

    PubMed

    Goldie, John Gerard Scott

    2016-10-01

    The emergence of the internet, particularly Web 2.0 has provided access to the views and opinions of a wide range of individuals opening up opportunities for new forms of communication and knowledge formation. Previous ways of navigating and filtering available information are likely to prove ineffective in these new contexts. Connectivism is one of the most prominent of the network learning theories which have been developed for e-learning environments. It is beginning to be recognized by medical educators. This article aims to examine connectivism and its potential application. The conceptual framework and application of connectivism are presented along with an outline of the main criticisms. Its potential application in medical education is then considered. While connectivism provides a useful lens through which teaching and learning using digital technologies can be better understood and managed, further development and testing is required. There is unlikely to be a single theory that will explain learning in technological enabled networks. Educators have an important role to play in online network learning.

  9. Digital Literacy and Netiquette: Awareness and Perception in EFL Learning Context

    ERIC Educational Resources Information Center

    Nia, Sara Farshad; Marandi, Susan

    2014-01-01

    With the growing popularity of digital technologies and computer-mediated communication (CMC), various types of interactive communication technology are being increasingly integrated into foreign/second language learning environments. Nevertheless, due to its nature, online communication is susceptible to misunderstandings and miscommunications,…

  10. Cassini NASA Social

    NASA Image and Video Library

    2017-09-14

    NASA JPL digital and social media lead Stephanie Smith, introduces technical producer for NASA's Eyes at JPL, Jason Craig, Thursday, Sept. 14, 2017 at NASA's Jet Propulsion Laboratory in Pasadena, California. Since its arrival in 2004, the Cassini-Huygens mission has been a discovery machine, revolutionizing our knowledge of the Saturn system and captivating us with data and images never before obtained with such detail and clarity. On Sept. 15, 2017, operators will deliberately plunge the spacecraft into Saturn, as Cassini gathered science until the end. The “plunge” ensures Saturn’s moons will remain pristine for future exploration. During Cassini’s final days, mission team members from all around the world gathered at NASA’s Jet Propulsion Laboratory, Pasadena, California, to celebrate the achievements of this historic mission. Photo Credit: (NASA/Joel Kowsky)

  11. Achieving Digital Literacy through Game Development: An Authentic Learning Experience

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2015-01-01

    Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…

  12. Comparison of three problem-based learning conditions (real patients, digital and paper) with lecture-based learning in a dermatology course: a prospective randomized study from China.

    PubMed

    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.

  13. Report from the School of Experience: Lessons-Learned on NASA's EOS/ICESat Mission

    NASA Technical Reports Server (NTRS)

    Anselm, William

    2003-01-01

    Abstract-NASA s Earth Observing System EOS) Ice, Cloud, and Land Elevation Satellite (ICESat) mission was one of the first missions under Goddard Space Flight Center s (then-) new Rapid Spacecraft Development Office. This paper explores the lessons-learned under the ICESat successful implementation and launch, focusing on four areas: Procurement., Management, Technical, and Launch and Early Operations. Each of these areas is explored in a practical perspective of communication, the viewpoint of the players, and the interactions among the organizations. Conclusions and lessons-learned are summarized in the final section.

  14. Digital Badging at The Open University: Recognition for Informal Learning

    ERIC Educational Resources Information Center

    Law, Patrina

    2015-01-01

    Awarding badges to recognise achievement is not a new development. Digital badging now offers new ways to recognise learning and motivate learners, providing evidence of skills and achievements in a variety of formal and informal settings. Badged open courses (BOCs) were piloted in various forms by the Open University (OU) in 2013 to provide a…

  15. What Works and Why? Student Perceptions of "Useful" Digital Technology in University Teaching and Learning

    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…

  16. Predicting Social Presence in the Mobile Digital Learning Venue When Using Blogs, Facebook, and Wikis

    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…

  17. Profile of NASA software engineering: Lessons learned from building the baseline

    NASA Technical Reports Server (NTRS)

    Hall, Dana; Mcgarry, Frank

    1993-01-01

    It is critically important in any improvement activity to first understand the organization's current status, strengths, and weaknesses and, only after that understanding is achieved, examine and implement promising improvements. This fundamental rule is certainly true for an organization seeking to further its software viability and effectiveness. This paper addresses the role of the organizational process baseline in a software improvement effort and the lessons we learned assembling such an understanding for NASA overall and for the NASA Goddard Space Flight Center in particular. We discuss important, core data that must be captured and contrast that with our experience in actually finding such information. Our baselining efforts have evolved into a set of data gathering, analysis, and crosschecking techniques and information presentation formats that may prove useful to others seeking to establish similar baselines for their organization.

  18. Incidental Learning in 3D Virtual Environments: Relationships to Learning Style, Digital Literacy and Information Display

    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…

  19. Quantized Iterative Learning Consensus Tracking of Digital Networks With Limited Information Communication.

    PubMed

    Xiong, Wenjun; Yu, Xinghuo; Chen, Yao; Gao, Jie

    2017-06-01

    This brief investigates the quantized iterative learning problem for digital networks with time-varying topologies. The information is first encoded as symbolic data and then transmitted. After the data are received, a decoder is used by the receiver to get an estimate of the sender's state. Iterative learning quantized communication is considered in the process of encoding and decoding. A sufficient condition is then presented to achieve the consensus tracking problem in a finite interval using the quantized iterative learning controllers. Finally, simulation results are given to illustrate the usefulness of the developed criterion.

  20. Lessons Learned while Exploring Cloud-Native Architectures for NASA EOSDIS Applications and Systems

    NASA Astrophysics Data System (ADS)

    Pilone, D.

    2016-12-01

    As new, high data rate missions begin collecting data, the NASA's Earth Observing System Data and Information System (EOSDIS) archive is projected to grow roughly 20x to over 300PBs by 2025. To prepare for the dramatic increase in data and enable broad scientific inquiry into larger time series and datasets, NASA has been exploring the impact of applying cloud technologies throughout EOSDIS. In this talk we will provide an overview of NASA's prototyping and lessons learned in applying cloud architectures to: Highly scalable and extensible ingest and archive of EOSDIS data Going "all-in" on cloud based application architectures including "serverless" data processing pipelines and evaluating approaches to vendor-lock in Rethinking data distribution and approaches to analysis in a cloud environment Incorporating and enforcing security controls while minimizing the barrier for research efforts to deploy to NASA compliant, operational environments. NASA's Earth Observing System (EOS) is a coordinated series of satellites for long term global observations. NASA's Earth Observing System Data and Information System (EOSDIS) is a multi-petabyte-scale archive of environmental data that supports global climate change research by providing end-to-end services from EOS instrument data collection to science data processing to full access to EOS and other earth science data. On a daily basis, the EOSDIS ingests, processes, archives and distributes over 3 terabytes of data from NASA's Earth Science missions representing over 6000 data products ranging from various types of science disciplines. EOSDIS has continually evolved to improve the discoverability, accessibility, and usability of high-impact NASA data spanning the multi-petabyte-scale archive of Earth science data products.

  1. Disruptive Technology Enhanced Learning: The Use and Misuse of Digital Technologies in Higher Education

    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…

  2. Distance Learning Using Digital Fiber Optics: Applications, Technologies, and Benefits.

    ERIC Educational Resources Information Center

    Currer, Joanne M.

    Distance learning provides special or advanced classes in rural schools where declining population has led to decreased funding and fewer classes. With full-motion video using digital fiber, two or more sites are connected into a two-way, full-motion, video conference. The teacher can see and hear the students, and the students can see and hear…

  3. Using a Digital Pen to Support Secondary Students with Learning Disabilities

    ERIC Educational Resources Information Center

    Ok, Min Wook; Rao, Kavita

    2017-01-01

    Secondary students with learning disabilities (LD) can benefit from using assistive and instructional technologies to support content and skill acquisition. Digital pens have features that can be beneficial for students who struggle with comprehension, note taking, and organization. Livescribe pens, in particular, provide a variety features that…

  4. Scientific Inquiry, Digital Literacy, and Mobile Computing in Informal Learning Environments

    ERIC Educational Resources Information Center

    Marty, Paul F.; Alemanne, Nicole D.; Mendenhall, Anne; Maurya, Manisha; Southerland, Sherry A.; Sampson, Victor; Douglas, Ian; Kazmer, Michelle M.; Clark, Amanda; Schellinger, Jennifer

    2013-01-01

    Understanding the connections between scientific inquiry and digital literacy in informal learning environments is essential to furthering students' critical thinking and technology skills. The Habitat Tracker project combines a standards-based curriculum focused on the nature of science with an integrated system of online and mobile computing…

  5. An analysis of a digital variant of the Trail Making Test using machine learning techniques.

    PubMed

    Dahmen, Jessamyn; Cook, Diane; Fellows, Robert; Schmitter-Edgecombe, Maureen

    2017-01-01

    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. This paper introduces a novel digital version of the TMT and introduces a machine learning based approach to assess its capabilities. 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. 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). 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.

  6. Contextual Markup and Mining in Digital Games for Science Learning: Connecting Player Behaviors to Learning Goals

    ERIC Educational Resources Information Center

    Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara

    2017-01-01

    Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…

  7. NASA: Data on the Web.

    ERIC Educational Resources Information Center

    Galica, Carol

    1997-01-01

    Provides an annotated bibliography of selected NASA Web sites for K-12 math and science teachers: the NASA Lewis Research Center Learning Technologies K-12 Home Page, Spacelink, NASA Quest, Basic Aircraft Design Page, International Space Station, NASA Shuttle Web Site, LIFTOFF to Space Education, Telescopes in Education, and Space Educator's…

  8. Introduction: digital games as a context for cognitive development, learning, and developmental research.

    PubMed

    Blumberg, Fran C; Fisch, Shalom M

    2013-01-01

    The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons with the goal of introducing or reintroducing to developmental psychologists a rich and very relevant context in which to examine children's and adolescents' applied cognitive development. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  9. Web-Enhanced Instruction and Learning: Findings of a Short- and Long-Term Impact Study and Teacher Use of NASA Web Resources

    NASA Technical Reports Server (NTRS)

    McCarthy, Marianne C.; Grabowski, Barbara L.; Koszalka, Tiffany

    2003-01-01

    Over a three-year period, researchers and educators from the Pennsylvania State University (PSU), University Park, Pennsylvania, and the NASA Dryden Flight Research Center (DFRC), Edwards, California, worked together to analyze, develop, implement and evaluate materials and tools that enable teachers to use NASA Web resources effectively for teaching science, mathematics, technology and geography. Two conference publications and one technical paper have already been published as part of this educational research series on Web-based instruction and learning. This technical paper, Web-Enhanced Instruction and Learning: Findings of a Short- and Long-Term Impact Study, is the culminating report in this educational research series and is based on the final report submitted to NASA. This report describes the broad spectrum of data gathered from teachers about their experiences using NASA Web resources in the classroom. It also describes participating teachers responses and feedback about the use of the NASA Web-Enhanced Learning Environment Strategies reflection tool on their teaching practices. The reflection tool was designed to help teachers merge the vast array of NASA resources with the best teaching methods, taking into consideration grade levels, subject areas and teaching preferences. The teachers described their attitudes toward technology and innovation in the classroom and their experiences and perceptions as they attempted to integrate Web resources into science, mathematics, technology and geography instruction.

  10. Image Analysis via Fuzzy-Reasoning Approach: Prototype Applications at NASA

    NASA Technical Reports Server (NTRS)

    Dominguez, Jesus A.; Klinko, Steven J.

    2004-01-01

    A set of imaging techniques based on Fuzzy Reasoning (FR) approach was built for NASA at Kennedy Space Center (KSC) to perform complex real-time visual-related safety prototype tasks, such as detection and tracking of moving Foreign Objects Debris (FOD) during the NASA Space Shuttle liftoff and visual anomaly detection on slidewires used in the emergency egress system for Space Shuttle at the launch pad. The system has also proved its prospective in enhancing X-ray images used to screen hard-covered items leading to a better visualization. The system capability was used as well during the imaging analysis of the Space Shuttle Columbia accident. These FR-based imaging techniques include novel proprietary adaptive image segmentation, image edge extraction, and image enhancement. Probabilistic Neural Network (PNN) scheme available from NeuroShell(TM) Classifier and optimized via Genetic Algorithm (GA) was also used along with this set of novel imaging techniques to add powerful learning and image classification capabilities. Prototype applications built using these techniques have received NASA Space Awards, including a Board Action Award, and are currently being filed for patents by NASA; they are being offered for commercialization through the Research Triangle Institute (RTI), an internationally recognized corporation in scientific research and technology development. Companies from different fields, including security, medical, text digitalization, and aerospace, are currently in the process of licensing these technologies from NASA.

  11. 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…

  12. Crossing the Digital Divide Safely and Trustingly: How Ecologies of Learning Scaffold the Journey

    ERIC Educational Resources Information Center

    Henning, Elizabeth; Van der Westhuizen, Duan

    2004-01-01

    The article addresses the issue of "learning to elearn" in borderless programs in a globalised learning landscape and the associated problems of scaffolding the journey across the digital divide. The authors argue that the assumption underlying such courses is that cross-cultural programs are viable because they are conceived and…

  13. Learning Trajectory for Transforming Teachers' Knowledge for Teaching Mathematics and Science with Digital Image and Video Technologies in an Online Learning Experience

    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…

  14. Re-Imagining the Nature of (Student-Focused) Learning through Digital Technology

    ERIC Educational Resources Information Center

    Hood, Nina

    2018-01-01

    Digital technology is frequently positioned as being central to the establishment of a 'future focused' education system that provides high quality student-focused learning opportunities and re-envisioned educational outcomes. While recognising the potential of technology, this paper explores some of the questions about its role in education and…

  15. OAI and NASA's Scientific and Technical Information.

    ERIC Educational Resources Information Center

    Nelson, Michael L.; Rocker, JoAnne; Harrison, Terry L.

    2003-01-01

    Details NASA's (National Aeronautics & Space Administration (USA)) involvement in defining and testing the Open Archives Initiative (OAI) Protocol for Metadata Harvesting (OAI-PMH) and experience with adapting existing NASA distributed searching DLs (digital libraries) to use the OAI-PMH and metadata harvesting. Discusses some new digital…

  16. NASA Astronaut Selection 2009: Behavioral Overview

    NASA Technical Reports Server (NTRS)

    Holland, A. W.; Sipes, W.; Beven, G.; Schmidt, L.; Slack, K.; Seaton, K.; Moomaw, R.; VanderArk, S.

    2010-01-01

    NASA's multi-phase U.S. astronaut selection process seeks to identify the most qualified astronaut candidates from a large number of applicants. With the approaching retirement of the Space Shuttle, NASA focused on selecting those individuals who were most suited to the unique demands of long-duration spaceflight. In total, NASA received 3,535 applications for the 2009 astronaut selection cycle. Of these, 123 were invited to NASA Johnson Space Center (JSC) for Round 1 initial screening and interviews, which consisted of an Astronaut Selection Board (ASB) preliminary interview, medical review, and psychological testing. Of these, 48 individuals were invited to return for Round 2. This round consisted of medical testing, further behavioral assessments, and a second ASB interview. Following this, nine astronaut candidates (ASCANs) were ultimately chosen to go forward to basic training. The contents, benefits, and lessons learned from implementing this phased process will be discussed. The lessons learned can benefit the future selection of space flyers, whether they are NASA or commercial. Learning Objective: 1) Familiarization with the 2009 NASA behavioral screening process for astronaut applicants.

  17. The Navajo Learning Network and the NASA Life Sciences/AFOSR Infrastructure Development Project

    NASA Technical Reports Server (NTRS)

    1999-01-01

    The NSF-funded Navajo Learning Network project, with help from NASA Life Sciences and AFOSR, enabled Dine College to take a giant leap forward technologically - in a way that could never had been possible had these projects been managed separately. The combination of these and other efforts created a network of over 500 computers located at ten sites across the Navajo reservation. Additionally, the college was able to install a modern telephone system which shares network data, and purchase a new higher education management system. The NASA Life Sciences funds further allowed the college library system to go online and become available to the entire campus community. NSF, NASA and AFOSR are committed to improving minority access to higher education opportunities and promoting faculty development and undergraduate research through infrastructure support and development. This project has begun to address critical inequalities in access to science, mathematics, engineering and technology for Navajo students and educators. As a result, Navajo K-12 education has been bolstered and Dine College will therefore better prepare students to transfer successfully to four-year institutions. Due to the integration of the NSF and NASA/AFOSR components of the project, a unified project report is appropriate.

  18. A Digital Liquid State Machine With Biologically Inspired Learning and Its Application to Speech Recognition.

    PubMed

    Zhang, Yong; Li, Peng; Jin, Yingyezhe; Choe, Yoonsuck

    2015-11-01

    This paper presents a bioinspired digital liquid-state machine (LSM) for low-power very-large-scale-integration (VLSI)-based machine learning applications. To the best of the authors' knowledge, this is the first work that employs a bioinspired spike-based learning algorithm for the LSM. With the proposed online learning, the LSM extracts information from input patterns on the fly without needing intermediate data storage as required in offline learning methods such as ridge regression. The proposed learning rule is local such that each synaptic weight update is based only upon the firing activities of the corresponding presynaptic and postsynaptic neurons without incurring global communications across the neural network. Compared with the backpropagation-based learning, the locality of computation in the proposed approach lends itself to efficient parallel VLSI implementation. We use subsets of the TI46 speech corpus to benchmark the bioinspired digital LSM. To reduce the complexity of the spiking neural network model without performance degradation for speech recognition, we study the impacts of synaptic models on the fading memory of the reservoir and hence the network performance. Moreover, we examine the tradeoffs between synaptic weight resolution, reservoir size, and recognition performance and present techniques to further reduce the overhead of hardware implementation. Our simulation results show that in terms of isolated word recognition evaluated using the TI46 speech corpus, the proposed digital LSM rivals the state-of-the-art hidden Markov-model-based recognizer Sphinx-4 and outperforms all other reported recognizers including the ones that are based upon the LSM or neural networks.

  19. Assessment of the usability of a digital learning technology prototype for monitoring intracranial pressure 1

    PubMed Central

    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

  20. Learn about effective collaboration processes, tools and outcomes for science education professionals and scientists: NASA's Heliophysics Science Education and Public Outreach Forum

    NASA Astrophysics Data System (ADS)

    Peticolas, L. M.; Bartolone, L. M.; Cobabe-Ammann, E. A.; Paglierani, R.; Mendez, B. J.; Nichols, M.; Davis, H.; Ali, N. A.

    2012-12-01

    NASA has funded four Science Education and Public Outreach Forums (SEPOFs) that work closely with NASA's Science Mission Directorate (SMD) and with each other to support and coordinate NASA's science education and public outreach activities. The Heliophysics E/PO Forum is one of these forums. The currently funded program has been operating for 3 years. The work of the Heliophysics E/PO Forum has resulted in several deliverables. 1) We have continued and further developed a 'community of practice' for Heliophysics E/PO professionals, which includes an on-line workspace for the heliophysics community (and other NASA SEPOF communities), monthly features of Heliophysics educational programs and products and the people who run the programs and develop the products, monthly tag-ups for Heliophysics E/PO professionals funded by NASA, an annual 'internal' workshop for this community, professional development opportunities, a structure for reporting information to NASA, and a weekly newsletter; 2) We have created tools for scientists interested in doing education and public outreach; 3) We have created workshops for faculty teaching Heliophysics topics; 4) We have analyzed heliophysics educational products in order to classify them both for 'gap analysis' as well as for use in a digital catalogue of science educational resources; and 5) We have worked on several cross-forum initiatives including professional development opportunities, working groups, a digital library of science educational resources, reporting support for NASA SMD, and the on-line workspace infrastructure and design. We present evaluation data on the impact of these deliverables in meeting our goals and objectives specifically for the Heliophysics E/PO Forum. We also discuss our perspectives on the benefits of working closely with the other NASA science E/PO Forums. We share how the Heliophysics E/PO Forum can benefit scientists in their E/PO efforts as well.

  1. Impact of E-Learning and Digitalization in Primary and Secondary Schools

    ERIC Educational Resources Information Center

    Tunmibi, Sunday; Aregbesola, Ayooluwa; Adejobi, Pascal; Ibrahim, Olaniyi

    2015-01-01

    This study examines into the impact of e-learning and digitalization in primary and secondary schools, using Greensprings School in Lagos State, Nigeria as a case study. Questionnaire was used as a data collection instrument, and descriptive statistical method was adopted for analysis. Responses from students and teachers reveal that application…

  2. Increasing Digital Media and Learning in Classrooms through School-University Partnerships

    ERIC Educational Resources Information Center

    Herro, Danielle; Qian, Meihua; Jacques, Lorraine

    2017-01-01

    This article describes findings from a faculty-in-residence program at a Southern middle school in the United States. The goal of the school-university partnership was to increase digital media and learning (DML) integration in classrooms and provide the university with contextualized experiences to strengthen its teacher education programs.…

  3. Barriers to Blended Digital Distance Vocational Learning for Non-Traditional Students

    ERIC Educational Resources Information Center

    Safford, Kimberly; Stinton, Julia

    2016-01-01

    This research identifies and examines the challenges of blending digital distance and vocational learning for non-traditional and low-socio-economic status students who are new to university education. A survey of students in vocational primary education and early years qualifications in a distance university is illuminated by interviews with…

  4. The Contributions of Digital Concept Maps to Assessment for Learning Practices

    ERIC Educational Resources Information Center

    Filiz, Mehmet; Trumpower, David; Atas, Sait

    2013-01-01

    We have been developing a digital concept maps website (www.conceptmapsforlearning.com) based on the principles of effective assessment for learning. The purpose of this paper is to reveal its promising contributions to formative evaluation practices. The website reduces the workload of teachers as well as provides immediate and delayed feedback…

  5. Effects of Digital Story on Academic Achievement, Learning Motivation and Retention among University Students

    ERIC Educational Resources Information Center

    Aktas, Elif; Yurt, Serap Uzuner

    2017-01-01

    The aim of this study was to determine the effect of the learning environment where digital stories are used as a learning material on the motivation, academic success, retention, and students' opinions. The study was carried out with mixed method which is a combination of quantitative and qualitative research approach. The study was implemented…

  6. Exploring the Use of Interactive Digital Storytelling Video: Promoting Student Engagement and Learning in a University Hybrid Course

    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…

  7. Digital Roundup

    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…

  8. An Analysis of a Digital Variant of the Trail Making Test Using Machine Learning Techniques

    PubMed Central

    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

  9. Visual Literacy Skills of Students in College-Level Biology: Learning Outcomes Following Digital or Hand-Drawing Activities

    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…

  10. Innovation Online Teaching Module Plus Digital Engineering Kit with Proteus Software through Hybrid Learning Method to Improve Student Skills

    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.

  11. Practical Measurement and Productive Persistence: Strategies for Using Digital Learning System Data to Drive Improvement

    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…

  12. Personalized Workplace Learning: An Exploratory Study on Digital Badging within a Teacher Professional Development Program

    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…

  13. Army/NASA small turboshaft engine digital controls research program

    NASA Technical Reports Server (NTRS)

    Sellers, J. F.; Baez, A. N.

    1981-01-01

    The emphasis of a program to conduct digital controls research for small turboshaft engines is on engine test evaluation of advanced control logic using a flexible microprocessor based digital control system designed specifically for research on advanced control logic. Control software is stored in programmable memory. New control algorithms may be stored in a floppy disk and loaded directly into memory. This feature facilitates comparative evaluation of different advanced control modes. The central processor in the digital control is an Intel 8086 16 bit microprocessor. Control software is programmed in assembly language. Software checkout is accomplished prior to engine test by connecting the digital control to a real time hybrid computer simulation of the engine. The engine currently installed in the facility has a hydromechanical control modified to allow electrohydraulic fuel metering and VG actuation by the digital control. Simulation results are presented which show that the modern control reduces the transient rotor speed droop caused by unanticipated load changes such as cyclic pitch or wind gust transients.

  14. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis

    ERIC Educational Resources Information Center

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…

  15. Relation between Academic Performance and Students' Engagement in Digital Learning Activities

    ERIC Educational Resources Information Center

    Bertheussen, Bernt Arne; Myrland, Øystein

    2016-01-01

    This study reports on the effect of student engagement in digital learning activities on academic performance for 120 students enrolled in an undergraduate finance course. Interactive practice and exam problem files were available to each student, and individual download activity was automatically recorded during the first 50 days of the course.…

  16. 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…

  17. "I know your name, but not your number"--Patients with verbal short-term memory deficits are impaired in learning sequences of digits.

    PubMed

    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.

  18. Digital Tablet PCs as New Technologies of Writing and Learning: A Survey of Perceptions of Digital Ink Technology

    ERIC Educational Resources Information Center

    Reins, Kevin

    2007-01-01

    The purpose of this study was to investigate effective uses of digital ink technology in an elementary mathematics methods course. A survey methodology was used in the study to examine the participants' perceptions toward this technology for teaching and learning. All of the items on the survey produced response means between 5.0 and 6.0, with a…

  19. The NASA Library and Researchers at Goddard: A Visitor's Perspective

    ERIC Educational Resources Information Center

    Powell, Jill H.

    2014-01-01

    Jill Powell, engineering librarian from Cornell University, visited the library at NASA Goddard in Greenbelt, Maryland in July 2013, interviewing library staff and selected NASA scientists. She studied the library's digital projects, publications, services, and operations. She also interviewed several NASA scientists on information-seeking…

  20. Distributed digital signal processors for multi-body structures

    NASA Technical Reports Server (NTRS)

    Lee, Gordon K.

    1990-01-01

    Several digital filter designs were investigated which may be used to process sensor data from large space structures and to design digital hardware to implement the distributed signal processing architecture. Several experimental tests articles are available at NASA Langley Research Center to evaluate these designs. A summary of some of the digital filter designs is presented, an evaluation of their characteristics relative to control design is discussed, and candidate hardware microcontroller/microcomputer components are given. Future activities include software evaluation of the digital filter designs and actual hardware inplementation of some of the signal processor algorithms on an experimental testbed at NASA Langley.

  1. A Multi-Modal Digital Game-Based Learning Environment for Hospitalized Children with Chronic Illnesses.

    ERIC Educational Resources Information Center

    Chin, Jui-Chih; Tsuei, Mengping

    2014-01-01

    The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…

  2. Adaptive Coding and Modulation Experiment With NASA's Space Communication and Navigation Testbed

    NASA Technical Reports Server (NTRS)

    Downey, Joseph; Mortensen, Dale; Evans, Michael; Briones, Janette; Tollis, Nicholas

    2016-01-01

    National Aeronautics and Space Administration (NASA)'s Space Communication and Navigation Testbed is an advanced integrated communication payload on the International Space Station. This paper presents results from an adaptive coding and modulation (ACM) experiment over S-band using a direct-to-earth link between the SCaN Testbed and the Glenn Research Center. The testing leverages the established Digital Video Broadcasting Second Generation (DVB-S2) standard to provide various modulation and coding options, and uses the Space Data Link Protocol (Consultative Committee for Space Data Systems (CCSDS) standard) for the uplink and downlink data framing. The experiment was conducted in a challenging environment due to the multipath and shadowing caused by the International Space Station structure. Several approaches for improving the ACM system are presented, including predictive and learning techniques to accommodate signal fades. Performance of the system is evaluated as a function of end-to-end system latency (round-trip delay), and compared to the capacity of the link. Finally, improvements over standard NASA waveforms are presented.

  3. Adaptive Coding and Modulation Experiment With NASA's Space Communication and Navigation Testbed

    NASA Technical Reports Server (NTRS)

    Downey, Joseph A.; Mortensen, Dale J.; Evans, Michael A.; Briones, Janette C.; Tollis, Nicholas

    2016-01-01

    National Aeronautics and Space Administration (NASA)'s Space Communication and Navigation Testbed is an advanced integrated communication payload on the International Space Station. This paper presents results from an adaptive coding and modulation (ACM) experiment over S-band using a direct-to-earth link between the SCaN Testbed and the Glenn Research Center. The testing leverages the established Digital Video Broadcasting Second Generation (DVB-S2) standard to provide various modulation and coding options, and uses the Space Data Link Protocol (Consultative Committee for Space Data Systems (CCSDS) standard) for the uplink and downlink data framing. The experiment was con- ducted in a challenging environment due to the multipath and shadowing caused by the International Space Station structure. Several approaches for improving the ACM system are presented, including predictive and learning techniques to accommodate signal fades. Performance of the system is evaluated as a function of end-to-end system latency (round- trip delay), and compared to the capacity of the link. Finally, improvements over standard NASA waveforms are presented.

  4. Towards machine learned quality control: A benchmark for sharpness quantification in digital pathology.

    PubMed

    Campanella, Gabriele; Rajanna, Arjun R; Corsale, Lorraine; Schüffler, Peter J; Yagi, Yukako; Fuchs, Thomas J

    2018-04-01

    Pathology is on the verge of a profound change from an analog and qualitative to a digital and quantitative discipline. This change is mostly driven by the high-throughput scanning of microscope slides in modern pathology departments, reaching tens of thousands of digital slides per month. The resulting vast digital archives form the basis of clinical use in digital pathology and allow large scale machine learning in computational pathology. One of the most crucial bottlenecks of high-throughput scanning is quality control (QC). Currently, digital slides are screened manually to detected out-of-focus regions, to compensate for the limitations of scanner software. We present a solution to this problem by introducing a benchmark dataset for blur detection, an in-depth comparison of state-of-the art sharpness descriptors and their prediction performance within a random forest framework. Furthermore, we show that convolution neural networks, like residual networks, can be used to train blur detectors from scratch. We thoroughly evaluate the accuracy of feature based and deep learning based approaches for sharpness classification (99.74% accuracy) and regression (MSE 0.004) and additionally compare them to domain experts in a comprehensive human perception study. Our pipeline outputs spacial heatmaps enabling to quantify and localize blurred areas on a slide. Finally, we tested the proposed framework in the clinical setting and demonstrate superior performance over the state-of-the-art QC pipeline comprising commercial software and human expert inspection by reducing the error rate from 17% to 4.7%. Copyright © 2017. Published by Elsevier Ltd.

  5. Learning to Deflect: Conceptual Change in Physics during Digital Game Play

    ERIC Educational Resources Information Center

    Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B.

    2015-01-01

    How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…

  6. Critically Evaluating Prensky in a Language Learning Context: The "Digital Natives/Immigrants Debate" and Its Implications for CALL

    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…

  7. NASA Sun Earth

    NASA Image and Video Library

    2017-12-08

    CME blast and subsequent impact at Earth -- This illustration shows a CME blasting off the Sun’s surface in the direction of Ea CME blast and subsequent impact at Earth -- This illustration shows a CME blasting off the Sun’s surface in the direction of Earth. This left portion is composed of an EIT 304 image superimposed on a LASCO C2 coronagraph. Two to four days later, the CME cloud is shown striking and beginning to be mostly deflected around the Earth’s magnetosphere. The blue paths emanating from the Earth’s poles represent some of its magnetic field lines. The magnetic cloud of plasma can extend to 30 million miles wide by the time it reaches earth. These storms, which occur frequently, can disrupt communications and navigational equipment, damage satellites, and even cause blackouts. (Objects in the illustration are not drawn to scale.) Credit: NASA/GSFC/SOHO/ESA To learn more go to the SOHO website: sohowww.nascom.nasa.gov/home.html To learn more about NASA's Sun Earth Day go here: sunearthday.nasa.gov/2010/index.php

  8. 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.

  9. The Interaction Effects of Working Memory Capacity, Gaming Expertise, and Scaffolding Design on Attention and Comprehension in Digital Game Based Learning

    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…

  10. Using Information and Communication Technology (ICT) to the Maximum: Learning and Teaching Biology with Limited Digital Technologies

    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…

  11. Digital Literacy Learning in Higher Education through Digital Storytelling Approach

    ERIC Educational Resources Information Center

    Chan, Banny S. K.; Churchill, Daniel; Chiu, Thomas K. F.

    2017-01-01

    It is necessary to develop digital literacy skills with which students can communicate and express their ideas effectively using digital media. The educational sectors around the world are beginning to incorporate digital literacy into the curriculum. Digital storytelling, one of the possible classroom activities, is an approach which may help…

  12. Teacher Learning in the Digital Age: Online Professional Development in STEM Education

    ERIC Educational Resources Information Center

    Dede, Chris, Ed.; Eisenkraft, Arthur, Ed.; Frumin, Kim, Ed.; Hartley, Alex, Ed.

    2016-01-01

    With an emphasis on science, technology, engineering, and mathematics (STEM) training, "Teacher Learning in the Digital Age" examines exemplary models of online and blended teacher professional development, including information on the structure and design of each model, intended audience, and existing research and evaluation data. From…

  13. Children's Virtual Play Worlds Culture, Learning, and Participation. New Literacies and Digital Epistemologies. Volume 58

    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…

  14. The Effect of Implementing Instructional Coaching with Digital Learning on High School Math and Science

    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…

  15. Digital Storytelling as an Interactive Digital Media Context

    ERIC Educational Resources Information Center

    Anderson, Kate T.; Chua, Puay Hoe

    2010-01-01

    Digital storytelling involves the creation of short, personal narratives combining images, sounds, and text in a multimedia computer-based platform. In education, digital storytelling has been used to foster learning in formal and informal spaces worldwide. The authors offer a critical discussion of claims about digital storytelling's usefulness…

  16. Meaningful Dialogue in Digitally Mediated Learning for In-Service Teacher Development

    ERIC Educational Resources Information Center

    Cramp, Andy

    2015-01-01

    This paper considers the role and development of meaningful dialogue in digitally mediated learning (DML) in UK higher education for teachers. It argues that more research is vital in the field of meaningful dialogue if we are to avoid the risk that pedagogic values in DML become increasingly driven by market forces toward "data vending"…

  17. Digital Dome versus Desktop Display: Learning Outcome Assessments by Domain Experts

    ERIC Educational Resources Information Center

    Jacobson, Jeffery

    2013-01-01

    In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…

  18. The optical fiber array bundle assemblies for the NASA lunar reconnaissance orbiter; evaluation lessons learned for flight implementation from the NASA electronic parts and packaging program

    NASA Astrophysics Data System (ADS)

    Ott, Melanie N.; Switzer, Robert; Chuska, Richard; LaRocca, Frank; Thomes, William J.; Day, Lance W.; MacMurphy, Shawn

    2017-11-01

    The United States, National Aeronautics and Space Administration (NASA) Goddard Space Flight Center (GSFC), Fiber Optics Team in the Electrical Engineering Division of the Applied Engineering and Technology Directorate, designed, developed and integrated the space flight optical fiber array hardware assemblies for the Lunar Reconnaissance Orbiter (LRO). The two new assemblies that were designed and manufacturing at NASA GSFC for the LRO exist in configurations that are unique in the world for the application of ranging and lidar. These assemblies were developed in coordination with Diamond Switzerland, and the NASA GSFC Mechanical Systems Division. The assemblies represent a strategic enhancement for NASA's Laser Ranging and Laser Radar (LIDAR) instrument hardware by allowing light to be moved to alternative locations that were not feasible in past space flight implementations. An account will be described of the journey and the lessons learned from design to integration for the Lunar Orbiter Laser Altimeter and the Laser Ranging Application on the LRO. The LRO is scheduled to launch end of 2008.

  19. Does Digital Video Enhance Student Learning in Field-Based Experiments and Develop Graduate Attributes beyond the Classroom?

    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…

  20. A Better Blend: A Vision for Boosting Student Outcomes with Digital Learning

    ERIC Educational Resources Information Center

    Public Impact, 2013

    2013-01-01

    Blended learning that combines digital instruction with live, accountable teachers holds unique promise to improve student outcomes dramatically. Schools will not realize this promise at large scale with technology improvements alone, though, or with technology and today's typical teaching roles. This brief explains how schools can use blended…

  1. Leveraging New Technologies for Professional Learning in Education: Digital Literacies as Culture Shift in Professional Development

    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…

  2. A digital protection system incorporating knowledge based learning

    NASA Astrophysics Data System (ADS)

    Watson, Karan; Russell, B. Don; McCall, Kurt

    A digital system architecture used to diagnoses the operating state and health of electric distribution lines and to generate actions for line protection is presented. The architecture is described functionally and to a limited extent at the hardware level. This architecture incorporates multiple analysis and fault-detection techniques utilizing a variety of parameters. In addition, a knowledge-based decision maker, a long-term memory retention and recall scheme, and a learning environment are described. Preliminary laboratory implementations of the system elements have been completed. Enhanced protection for electric distribution feeders is provided by this system. Advantages of the system are enumerated.

  3. Exploratory Study of Rural Physicians' Self-Directed Learning Experiences in a Digital Age.

    PubMed

    Curran, Vernon; Fleet, Lisa; Simmons, Karla; Ravalia, Mohamed; Snow, Pamela

    2016-01-01

    The nature and characteristics of self-directed learning (SDL) by physicians has been transformed with the growth in digital, social, and mobile technologies (DSMTs). Although these technologies present opportunities for greater "just-in-time" information seeking, there are issues for ensuring effective and efficient usage to compliment one's repertoire for continuous learning. The purpose of this study was to explore the SDL experiences of rural physicians and the potential of DSMTs for supporting their continuing professional development (CPD). Semistructured interviews were conducted with a purposive sample of rural physicians. Interview data were transcribed verbatim and analyzed using NVivo analytical software and thematic analysis. Fourteen (N = 14) interviews were conducted and key thematic categories that emerged included key triggers, methods of undertaking SDL, barriers, and supports. Methods and resources for undertaking SDL have evolved considerably, and rural physicians report greater usage of mobile phones, tablets, and laptop computers for updating their knowledge and skills and in responding to patient questions/problems. Mobile technologies, and some social media, can serve as "triggers" in instigating SDL and a greater usage of DSMTs, particularly at "point of care," may result in higher levels of SDL. Social media is met with some scrutiny and ambivalence, mainly because of the "credibility" of information and risks associated with digital professionalism. DSMTs are growing in popularity as a key resource to support SDL for rural physicians. Mobile technologies are enabling greater "point-of-care" learning and more efficient information seeking. Effective use of DSMTs for SDL has implications for enhancing just-in-time learning and quality of care. Increasing use of DSMTs and their new effect on SDL raises the need for reflection on conceptualizations of the SDL process. The "digital age" has implications for our CPD credit systems and the roles

  4. The Future of the Curriculum: School Knowledge in the Digital Age. MacArthur Foundation Reports on Digital Media and Learning

    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…

  5. Benefit from NASA

    NASA Image and Video Library

    1985-01-01

    The NASA imaging processing technology, an advanced computer technique to enhance images sent to Earth in digital form by distant spacecraft, helped develop a new vision screening process. The Ocular Vision Screening system, an important step in preventing vision impairment, is a portable device designed especially to detect eye problems in children through the analysis of retinal reflexes.

  6. Aggregate-Then-Curate: How Digital Learning Champions Help Communities Nurture Online Content

    ERIC Educational Resources Information Center

    Whitworth, Andrew; Garnett, Fred; Pearson, Diana

    2012-01-01

    Informational resources are essential for communities, rooting them in their own history, helping them learn and solve problems, giving them a voice in decisionmaking and so on. For digital inclusion and inclusion in the informational and democratic processes of society more generally it is essential that communities retain the skills, awareness…

  7. The Challenge to Situate Digital Learning Technologies in Preservice Teacher Mathematics Education

    ERIC Educational Resources Information Center

    McDonald, Susan

    2012-01-01

    This paper focuses on how preservice primary teachers can be supported to embrace digital learning technologies (DLTs) in their teaching of mathematics. The nature of the instruction and the assessment in the final mathematics unit of the bachelor of education program were changed. Despite being tagged as "tech-savvy," preservice…

  8. Connecting to Learn: Promoting Digital Equity among America's Hispanic Families

    ERIC Educational Resources Information Center

    Katz, Vikki S.; Levine, Michael H.

    2015-01-01

    This brief combines original research and policy analysis to examine a key issue that is often overlooked in debates about the proliferation of new technologies, education, and equity: the potential for digital media investments to support a promising learning pathway for children in our nation's increasingly diverse, low-income families. A…

  9. Level up Learning: A National Survey on Teaching with Digital Games

    ERIC Educational Resources Information Center

    Takeuchi, Lori M.; Vaala, Sarah

    2014-01-01

    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and…

  10. Lessons Learned from Applying Design Thinking in a NASA Rapid Design Study in Aeronautics

    NASA Technical Reports Server (NTRS)

    McGowan, Anna-Maria; Bakula, Casey; Castner, Raymond

    2017-01-01

    In late 2015, NASA's Aeronautics Research Mission Directorate (ARMD) funded an experiment in rapid design and rapid teaming to explore new approaches to solving challenging design problems in aeronautics in an effort to cultivate and foster innovation. This report summarizes several lessons learned from the rapid design portion of the study. This effort entailed learning and applying design thinking, a human-centered design approach, to complete the conceptual design for an open-ended design challenge within six months. The design challenge focused on creating a capability to advance experimental testing of autonomous aeronautics systems, an area of great interest to NASA, the US government as a whole, and an entire ecosystem of users and developers around the globe. A team of nine civil servant researchers from three of NASA's aeronautics field centers with backgrounds in several disciplines was assembled and rapidly trained in design thinking under the guidance of the innovation and design firm IDEO. The design thinking process, while used extensively outside the aerospace industry, is less common and even counter to many practices within the aerospace industry. In this report, several contrasts between common aerospace research and development practices and design thinking are discussed, drawing upon the lessons learned from the NASA rapid design study. The lessons discussed included working towards a design solution without a set of detailed design requirements, which may not be practical or even feasible for management to ascertain for complex, challenging problems. This approach allowed for the possibility of redesigning the original problem statement to better meet the needs of the users. Another lesson learned was to approach problems holistically from the perspective of the needs of individuals that may be affected by advances in topic area instead of purely from a technological feasibility viewpoint. The interdisciplinary nature of the design team also

  11. Design, Implementation, and Lessons Learned from a Digital Storytelling Project in an Undergraduate Health Promotion Theory Course

    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…

  12. Workshop on NASA workstation technology

    NASA Technical Reports Server (NTRS)

    Brown, Robert L.

    1990-01-01

    RIACS hosted a workshop which was designed to foster communication among those people within NASA working on workstation related technology, to share technology, and to learn about new developments and futures in the larger university and industrial workstation communities. Herein, the workshop is documented along with its conclusions. It was learned that there is both a large amount of commonality of requirements and a wide variation in the modernness of in-use technology among the represented NASA centers.

  13. How the Young Generation Uses Digital Textbooks via Mobile Learning Terminals: Measurement of Elementary School Students in China

    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…

  14. 5 Myths about Classroom Technology: How Do We Integrate Digital Tools to Truly Enhance Learning?

    ERIC Educational Resources Information Center

    Renwick, Matt

    2015-01-01

    What's keeping your school behind the technology curve? Is it a fear of the unfamiliar? Expenses? Or some other myth? Have you considered how students with special needs or students learning a second language may benefit from using digital tools? If you've fallen for the perception that technology is too expensive, unnecessary for real learning,…

  15. High School Students' Use of Digital Tools for Learning English Vocabulary in an EFL Context

    ERIC Educational Resources Information Center

    Cojocnean, Diana

    2015-01-01

    This study investigated Romanian high school students' use of digital tools for learning vocabulary in English. Although students have a wide range of technological affordances at their disposal, little is known about how they make use of them or the extent to which they are aware of how to use them in their vocabulary learning. The study features…

  16. Engaging Scientists in NASA Education and Public Outreach: Tools for Scientist Engagement

    NASA Astrophysics Data System (ADS)

    Buxner, Sanlyn; Meinke, B. K.; Hsu, B.; Shupla, C.; Grier, J. A.; E/PO Community, SMD

    2014-01-01

    The NASA Science Education and Public Outreach Forums support the NASA Science Mission Directorate (SMD) and its education and public outreach (E/PO) community through a coordinated effort to enhance the coherence and efficiency of SMD-funded E/PO programs. The Forums foster collaboration between scientists with content expertise and educators with pedagogy expertise. We present tools and resources to support astronomers’ engagement in E/PO efforts. Among the tools designed specifically for scientists are a series of one-page E/PO-engagement Tips and Tricks guides, a sampler of electromagnetic-spectrum-related activities, and NASA SMD Scientist Speaker’s Bureau (http://www.lpi.usra.edu/education/speaker). Scientists can also locate resources for interacting with diverse audiences through a number of online clearinghouses, including: NASA Wavelength, a digital collection of peer-reviewed Earth and space science resources for educators of all levels (http://nasawavelength.org), and EarthSpace (http://www.lpi.usra.edu/earthspace), a community website where faculty can find and share teaching resources for the undergraduate Earth and space sciences classroom. Learn more about the opportunities to become involved in E/PO and to share your science with students, educators, and the general public at http://smdepo.org.

  17. Questioning and metacognitive thinking: On-line and off-line assessments in understanding the role of prompting/questioning and metacognitive thinking in a digital learning environment

    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.

  18. Secondary Students Learning Mathematics through Digital Game Building: A Study of the Effects and Students' Perceptions

    ERIC Educational Resources Information Center

    Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista

    2016-01-01

    This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…

  19. NASA develops new digital flight control system

    NASA Technical Reports Server (NTRS)

    Mewhinney, Michael

    1994-01-01

    This news release reports on the development and testing of a new integrated flight and propulsion automated control system that aerospace engineers at NASA's Ames Research Center have been working on. The system is being tested in the V/STOL (Vertical/Short Takeoff and Landing) Systems Research Aircraft (VSRA).

  20. Highly integrated digital electronic control: Digital flight control, aircraft model identification, and adaptive engine control

    NASA Technical Reports Server (NTRS)

    Baer-Riedhart, Jennifer L.; Landy, Robert J.

    1987-01-01

    The highly integrated digital electronic control (HIDEC) program at NASA Ames Research Center, Dryden Flight Research Facility is a multiphase flight research program to quantify the benefits of promising integrated control systems. McDonnell Aircraft Company is the prime contractor, with United Technologies Pratt and Whitney Aircraft, and Lear Siegler Incorporated as major subcontractors. The NASA F-15A testbed aircraft was modified by the HIDEC program by installing a digital electronic flight control system (DEFCS) and replacing the standard F100 (Arab 3) engines with F100 engine model derivative (EMD) engines equipped with digital electronic engine controls (DEEC), and integrating the DEEC's and DEFCS. The modified aircraft provides the capability for testing many integrated control modes involving the flight controls, engine controls, and inlet controls. This paper focuses on the first two phases of the HIDEC program, which are the digital flight control system/aircraft model identification (DEFCS/AMI) phase and the adaptive engine control system (ADECS) phase.

  1. Comparison of the learning curves of digital examination and transabdominal sonography for the determination of fetal head position during labor.

    PubMed

    Rozenberg, P; Porcher, R; Salomon, L J; Boirot, F; Morin, C; Ville, Y

    2008-03-01

    To evaluate the learning curve of transabdominal sonography for the determination of fetal head position in labor and to compare it with that of digital vaginal examination. A student midwife who had never performed digital vaginal examination or ultrasound examination was recruited for this study. Instructions on how to perform digital vaginal examination and ultrasound examination were given before and after completing the first vaginal and ultrasound examinations, and repeated for each subsequent examination for as long as necessary. Digital and ultrasound diagnoses of the fetal head position were always performed first by the student midwife, and repeated by an experienced midwife or physician. The learning curve for identification of the fetal head position by either one of the two methods was analyzed using the cumulative sums (CUSUM) method for measurement errors. One hundred patients underwent digital vaginal examination and 99 had transabdominal sonography for the determination of fetal head position. An error rate of around 50% for vaginal examination was nearly constant during the first 50 examinations. It decreased subsequently, to stabilize at a low level from the 82(nd) patient. Errors of +/- 180 degrees were the most frequent. The learning curve for ultrasound imaging stabilized earlier than that of vaginal examination, after the 32(nd) patient. The most frequent errors with ultrasound examination were the inability to conclude on a diagnosis, particularly at the beginning of training, followed by errors of +/- 45 degrees. Based on our findings for the student tested, learning and accuracy of the determination of fetal head position in labor were easier and higher, respectively, with transabdominal sonography than with digital examination. This should encourage physicians to introduce clinical ultrasound examination into their practice. CUSUM charts provide a reliable representation of the learning curve, by accumulating evidence of performance

  2. NASA Webb Telescope

    NASA Image and Video Library

    2017-12-08

    NASA image release September 17, 2010 In preparation for a cryogenic test NASA Goddard technicians install instrument mass simulators onto the James Webb Space Telescope ISIM structure. The ISIM Structure supports and holds the four Webb telescope science instruments : the Mid-Infrared Instrument (MIRI), the Near-Infrared Camera (NIRCam), the Near-Infrared Spectrograph (NIRSpec) and the Fine Guidance Sensor (FGS). Credit: NASA/GSFC/Chris Gunn To learn more about the James Webb Space Telescope go to: www.jwst.nasa.gov/ NASA Goddard Space Flight Center contributes to NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s endeavors by providing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Join us on Facebook

  3. Teaching pathology via online digital microscopy: positive learning outcomes for rurally based medical students.

    PubMed

    Sivamalai, Sundram; Murthy, Shashidhar Venkatesh; Gupta, Tarun Sen; Woolley, Torres

    2011-02-01

    Technology has revolutionised teaching. Teaching pathology via digital microscopy (DM) is needed to overcome increasing student numbers, a shortage of pathology academics in regional medical schools, and difficulties with teaching students on rural clinical placement. To identify whether an online DM approach, combining digital pathology software, Web-based slides and classroom management software, delivers effective, practical pathology teaching sessions to medical students located both on campus and on rural placement. An online survey collected feedback from fourth and fifth year undergraduate James Cook University medical students on the importance of 16 listed benefits and challenges of using online DM to teach pathology, via a structured five-point Likert survey. Fifty-three students returned the survey (response rate = 33%). Benefits of online DM to teach pathology rated as 'very important' or 'extremely important' by over 50% of students included: higher quality images; faster learning; more convenient; better technology; everyone sees the same image; greater accessibility; helpful annotations on slides; cost savings; and more opportunity for self-paced learning out-of-hours and for collaborative learning in class. Challenges of online DM rated as 'very important' or 'extremely important' by over 50% of students included: Internet availability in more remote locations and potential problems using online technology during class. Nearly all medical students welcomed learning pathology via online digital technology. DM should improve the quantity, quality, cost and accessibility of pathology teaching by regional medical schools, and has significant implications for the growing emphasis in Australia for decentralised medical education and rural clinical placements. © 2011 The Authors. Australian Journal of Rural Health © National Rural Health Alliance Inc.

  4. Digital collaborative learning: identifying what students value

    PubMed Central

    Hemingway, Claire; Adams, Catrina; Stuhlsatz, Molly

    2015-01-01

    Digital technologies are changing the learning landscape and connecting classrooms to learning environments beyond the school walls.  Online collaborations among students, teachers, and scientists are new opportunities for authentic science experiences.  Here we present findings generated on PlantingScience ( www.plantingscience.org), an online community where scientists from more than 14 scientific societies have mentored over 14,000 secondary school students as they design and think through their own team investigations on plant biology.  The core intervention is online discourse between student teams and scientist mentors to enhance classroom-based plant investigations.  We asked: (1) what attitudes about engaging in authentic science do students reveal, and (2) how do student attitudes relate to design principles of the program? Lexical analysis of open-ended survey questions revealed that students most highly value working with plants and scientists.  By examining student responses to this cognitive apprenticeship model, we provide new perspectives on the importance of the personal relationships students form with scientists and plants when working as members of a research community. These perspectives have implications for plant science instruction and e-mentoring programs. PMID:26097690

  5. Digital collaborative learning: identifying what students value.

    PubMed

    Hemingway, Claire; Adams, Catrina; Stuhlsatz, Molly

    2015-01-01

    Digital technologies are changing the learning landscape and connecting classrooms to learning environments beyond the school walls.  Online collaborations among students, teachers, and scientists are new opportunities for authentic science experiences.  Here we present findings generated on PlantingScience ( www.plantingscience.org), an online community where scientists from more than 14 scientific societies have mentored over 14,000 secondary school students as they design and think through their own team investigations on plant biology.  The core intervention is online discourse between student teams and scientist mentors to enhance classroom-based plant investigations.  We asked: (1) what attitudes about engaging in authentic science do students reveal, and (2) how do student attitudes relate to design principles of the program? Lexical analysis of open-ended survey questions revealed that students most highly value working with plants and scientists.  By examining student responses to this cognitive apprenticeship model, we provide new perspectives on the importance of the personal relationships students form with scientists and plants when working as members of a research community. These perspectives have implications for plant science instruction and e-mentoring programs.

  6. Creating Digital Authors

    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…

  7. Building Virtual Cities, Inspiring Intelligent Citizens: Digital Games for Developing Students' Problem Solving and Learning Motivation

    ERIC Educational Resources Information Center

    Yang, Ya-Ting Carolyn

    2012-01-01

    This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…

  8. Learners' and Teachers' Voices in Developing Digital Language Learning Environments: Insights from a Survey

    ERIC Educational Resources Information Center

    Niinivaara, Janne; Vaattovaara, Johanna

    2018-01-01

    This article deals with a learning environment survey conducted among University of Helsinki students and language teachers in the university's Language Centre (LC). The survey was designed to acquire information for the development of a practical strategy for the digitalization of language learning and teaching by the local LC. The article…

  9. Discourses in Conflict: The Relationship between Gen Y Pre-Service Teachers, Digital Technologies and Lifelong Learning

    ERIC Educational Resources Information Center

    Donnison, Sharn

    2009-01-01

    This paper analyses Gen Y pre-service primary school teachers' conceptualisations of lifelong learning. It is situated within a context of improving the provision and delivery of pre-service teacher education. This paper argues that Gen Y's understanding of lifelong learning has been influenced by their engagements with digital technologies and…

  10. Investigating the ICT Use and Needs of "Digital Natives" in Learning English at a Taiwanese University

    ERIC Educational Resources Information Center

    Ko, Chao-Jung; Thang, Siew Ming; Ou, Shu-chen

    2014-01-01

    This article reports key findings of a study which investigated the use of technology by 569 "digital natives" students for English Language learning and recreational purposes. Their views on the applicability of technological tools such as Facebook, blogging and Skype for English Language teaching and learning were also investigated.…

  11. Methods of Adapting Digital Content for the Learning Process via Mobile Devices

    ERIC Educational Resources Information Center

    Lopez, J. L. Gimenez; Royo, T. Magal; Laborda, Jesus Garcia; Calvo, F. Garde

    2009-01-01

    This article analyses different methods of adapting digital content for its delivery via mobile devices taking into account two aspects which are a fundamental part of the learning process; on the one hand, functionality of the contents, and on the other, the actual controlled navigation requirements that the learner needs in order to acquire high…

  12. "Comments on Greenhow, Robelia, and Hughes": Digital Immersion, Teacher Learning, and Games

    ERIC Educational Resources Information Center

    Owston, Ronald D.

    2009-01-01

    In this comment article, the author elaborates on three significant issues that Greenhow, Robelia, and Hughes (2009) identified but did not explore. First, the author discusses the need for research on the impact that youth's immersion in a digital world may have on metacognitive and social skill development. Then teacher learning with the Web is…

  13. Exploration of operator method digital optical computers for application to NASA

    NASA Technical Reports Server (NTRS)

    1990-01-01

    Digital optical computer design has been focused primarily towards parallel (single point-to-point interconnection) implementation. This architecture is compared to currently developing VHSIC systems. Using demonstrated multichannel acousto-optic devices, a figure of merit can be formulated. The focus is on a figure of merit termed Gate Interconnect Bandwidth Product (GIBP). Conventional parallel optical digital computer architecture demonstrates only marginal competitiveness at best when compared to projected semiconductor implements. Global, analog global, quasi-digital, and full digital interconnects are briefly examined as alternative to parallel digital computer architecture. Digital optical computing is becoming a very tough competitor to semiconductor technology since it can support a very high degree of three dimensional interconnect density and high degrees of Fan-In without capacitive loading effects at very low power consumption levels.

  14. "There Was a Lot of Learning Going on" Using a Digital Medium to Support Learning in a Professional Course for New HE Lecturers

    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…

  15. Lessons Learned During TBCC Design for the NASA-AFRL Joint System Study

    NASA Technical Reports Server (NTRS)

    Snyder, Christopher A.; Espinosa, A. M.

    2013-01-01

    NASA and the Air Force Research Laboratory are involved in a Joint System Study (JSS) on Two-Stage-to-Orbit (TSTO) vehicles. The JSS will examine the performance, operability and analysis uncertainty of unmanned, fully reusable, TSTO launch vehicle concepts. NASA is providing a vehicle concept using turbine-based combined cycle (TBCC) propulsion on the booster stage and an all-rocket orbiter. The variation in vehicle and mission requirements for different potential customers, combined with analysis uncertainties, make it problematic to define optimum vehicle types or concepts, but the study is being used by NASA for tool assessment and development, and to identify technology gaps. Preliminary analyses were performed on the entire TBCC booster concept; then higher-fidelity analyses were performed for particular areas to verify results or reduce analysis uncertainties. Preliminary TBCC system analyses indicated that there would be sufficient thrust margin over its mission portion. The higher fidelity analyses, which included inlet and nozzle performance corrections for significant area mismatches between TBCC propulsion requirements versus the vehicle design, resulted in significant performance penalties from the preliminary results. TBCC system design and vehicle operation assumptions were reviewed to identify items to mitigate these performance penalties. The most promising items were then applied and analyses rerun to update performance predictions. A study overview is given to orient the reader, quickly focusing upon the NASA TBCC booster and low speed propulsion system. Details for the TBCC concept and the analyses performed are described. Finally, a summary of "Lessons Learned" are discussed with suggestions to improve future study efforts.

  16. Learning Analytics and Digital Badges: Potential Impact on Student Retention in Higher Education

    ERIC Educational Resources Information Center

    Mah, Dana-Kristin

    2016-01-01

    Learning analytics and digital badges are emerging research fields in educational science. They both show promise for enhancing student retention in higher education, where withdrawals prior to degree completion remain at about 30% in Organisation for Economic Cooperation and Development member countries. This integrative review provides an…

  17. Teaching Introduction to Psychology: Promoting Student Learning Using Digital Storytelling and Community Engagement

    ERIC Educational Resources Information Center

    Grange, Christina; Miller, Antoinette

    2018-01-01

    This paper demonstrates how partnering with digital storytelling initiatives, like the StoryCorps project, can yield fruitful service-learning opportunities, while also supporting innovative approaches for teaching students from a range of disciplines who are enrolled in Introduction to Psychology (PSYC 1101). While various pedagogical tools for…

  18. Digital avionics systems - Overview of FAA/NASA/industry-wide briefing

    NASA Technical Reports Server (NTRS)

    Larsen, William E.; Carro, Anthony

    1986-01-01

    The effects of incorporating digital technology into the design of aircraft on the airworthiness criteria and certification procedures for aircraft are investigated. FAA research programs aimed at providing data for the functional assessment of aircraft which use digital systems for avionics and flight control functions are discussed. The need to establish testing, assurance assessment, and configuration management technologies to insure the reliability of digital systems is discussed; consideration is given to design verification, system performance/robustness, and validation technology.

  19. The Effect of a Digital Learning Environment on Children's Conceptions about the Protection of Endemic Plants

    ERIC Educational Resources Information Center

    Petrou, Stella; Korfiatis, Konstantinos

    2013-01-01

    This study presents the results of a pilot learning intervention for improving children's ideas about plant protection. The research was executed in two phases. The first phase aimed at exploring children's ideas about plant protection. These ideas were taken into account for the design and development of a digital learning environment. The second…

  20. Medication calculation: the potential role of digital game-based learning in nurse education.

    PubMed

    Foss, Brynjar; Mordt Ba, Petter; Oftedal, Bjørg F; Løkken, Atle

    2013-12-01

    Medication dose calculation is one of several medication-related activities that are conducted by nurses daily. However, medication calculation skills appear to be an area of global concern, possibly because of low numeracy skills, test anxiety, low self-confidence, and low self-efficacy among student nurses. Various didactic strategies have been developed for student nurses who still lack basic mathematical competence. However, we suggest that the critical nature of these skills demands the investigation of alternative and/or supplementary didactic approaches to improve medication calculation skills and to reduce failure rates. Digital game-based learning is a possible solution because of the following reasons. First, mathematical drills may improve medication calculation skills. Second, games are known to be useful during nursing education. Finally, mathematical drill games appear to improve the attitudes of students toward mathematics. The aim of this article was to discuss common challenges of medication calculation skills in nurse education, and we highlight the potential role of digital game-based learning in this area.

  1. NASA Ares I Launch Vehicle Roll and Reaction Control Systems Lessons Learned

    NASA Technical Reports Server (NTRS)

    Butt, Adam; Popp, Chris G.; Jernigan, Frankie R.; Paseur, Lila F.; Pitts, Hank M.

    2011-01-01

    On April 15, 2010 President Barak Obama made the official announcement that the Constellation Program, which included the Ares I launch vehicle, would be canceled. NASA s Ares I launch vehicle was being designed to launch the Orion Crew Exploration Vehicle, returning humans to the moon, Mars, and beyond. It consisted of a First Stage (FS) five segment solid rocket booster and a liquid J-2X Upper Stage (US) engine. Roll control for the FS was planned to be handled by a dedicated Roll Control System (RoCS), located on the connecting interstage. Induced yaw or pitch moments experienced during FS ascent would have been handled by vectoring of the booster nozzle. After FS booster separation, the US Reaction Control System (ReCS) would have provided the US Element with three degrees of freedom control as needed. The lessons learned documented in this paper will be focused on the technical designs and producibility of both systems along with the partnership between NASA and Boeing, who was on contract to build the Ares I US Element, which included the FS RoCS and US ReCS. In regards to partnership, focus will be placed on integration along with technical work accomplished by Boeing with special emphasis on each task order. In summary, this paper attempts to capture key lessons learned that should be helpful in the development of future launch vehicle RCS designs.

  2. Students' Views on the Helpfulness of Multimedia Components of Digital Flashcards in Mobile-Assisted Vocabulary Learning

    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…

  3. Improvization and Strategic Risk-Taking in Informal Learning with Digital Media Literacy

    ERIC Educational Resources Information Center

    Hobbs, Renee

    2013-01-01

    The city provides a rich array of learning opportunities for young children. However, in many urban schools, often it can be logistically difficult to get young children out of the building. But when elementary children are encouraged to view the city as a classroom and use digital media to explore and represent their neighborhoods, they can be…

  4. An Investigation into Digital Media: Characteristics of Learning Objects Which K-12 Teachers Determine Meet Their Instructional Needs

    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…

  5. Improving the Discoverability and Availability of Sample Data and Imagery in NASA's Astromaterials Curation Digital Repository Using a New Common Architecture for Sample Databases

    NASA Technical Reports Server (NTRS)

    Todd, N. S.; Evans, C.

    2015-01-01

    The Astromaterials Acquisition and Curation Office at NASA's Johnson Space Center (JSC) is the designated facility for curating all of NASA's extraterrestrial samples. The suite of collections includes the lunar samples from the Apollo missions, cosmic dust particles falling into the Earth's atmosphere, meteorites collected in Antarctica, comet and interstellar dust particles from the Stardust mission, asteroid particles from the Japanese Hayabusa mission, and solar wind atoms collected during the Genesis mission. To support planetary science research on these samples, NASA's Astromaterials Curation Office hosts the Astromaterials Curation Digital Repository, which provides descriptions of the missions and collections, and critical information about each individual sample. Our office is implementing several informatics initiatives with the goal of better serving the planetary research community. One of these initiatives aims to increase the availability and discoverability of sample data and images through the use of a newly designed common architecture for Astromaterials Curation databases.

  6. 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…

  7. Digital Downsides: Exploring University Students' Negative Engagements with Digital Technology

    ERIC Educational Resources Information Center

    Selwyn, Neil

    2016-01-01

    Digital technologies are now an integral feature of university study. As such, academic research has tended to concentrate on the potential of digital technologies to support, extend and even "enhance" student learning. This paper, in contrast, explores the rather more messy realities of students' engagements with digital technology. In…

  8. The next level of distributed learning: the introduction of the personal digital assistant.

    PubMed

    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.

  9. Perceptions and Uses of Digital Badges for Professional Learning Development in Higher Education

    ERIC Educational Resources Information Center

    Dyjur, Patti; Lindstrom, Gabrielle

    2017-01-01

    Few instructors in higher education have completed a formal teaching program and, therefore, rely on informal professional development opportunities to enhance their teaching practice. Micro-credentialing in the form of digital badges is one way in which instructors can document their non-credit learning and accomplishments. This mixed methods…

  10. The Use of Digital Technologies in the Classroom: A Teaching and Learning Perspective

    ERIC Educational Resources Information Center

    Buzzard, Christopher; Crittenden, Victoria L.; Crittenden, William F.; McCarty, Paulette

    2011-01-01

    Today's college students, often referred to as the "digital generation," use an impressive assortment of technological tools in a wide variety of ways. However, the findings reported here suggest that students prefer more traditional instructional technology for effective engagement and learning. Faculty members, however, prefer the use of…

  11. Instructional Suggestions Supporting Science Learning in Digital Environments Based on a Review of Eye-Tracking Studies

    ERIC Educational Resources Information Center

    Yang, Fang-Ying; Tsai, Meng-Jung; Chiou, Guo-Li; Lee, Silvia Wen-Yu; Chang, Cheng-Chieh; Chen, Li-Ling

    2018-01-01

    The main purpose of this study was to provide instructional suggestions for supporting science learning in digital environments based on a review of eye tracking studies in e-learning related areas. Thirty-three eye-tracking studies from 2005 to 2014 were selected from the Social Science Citation Index (SSCI) database for review. Through a…

  12. International R&M/Safety Cooperation Lessons Learned Between NASA and JAXA

    NASA Technical Reports Server (NTRS)

    Fernandez, Rene; Havenhill, Maria T.; Zampino, Edward J.; Kiefer, Dwayne E.

    2013-01-01

    Presented are a number of important experiences gained and lessons learned from the collaboration of the National Aeronautics and Space Administration (NASA) and the Japanese Aerospace Exploration Agency (JAXA) on the CoNNeCT (Communications, Navigation, and Networking re-Configurable Testbed) project. Both space agencies worked on the CoNNeCT Project to design, assemble, test, integrate, and launch a communications testbed facility mounted onto the International Space Station (ISS) truss. At the 2012 RAMS, two papers about CoNNeCT were presented: one on Ground Support Equipment Reliability & System Safety, and the other one on combined application of System Safety & Reliability for the flight system. In addition to the logistics challenges present when two organizations are on the opposite side of the world, there is also a language barrier. The language barrier encompasses not only the different alphabet, it encompasses the social interactions; these were addressed by techniques presented in the paper. The differences in interpretation and application of Spaceflight Requirements will be discussed in this paper. Although many, but definitely not all, of JAXA's Spaceflight Requirements were inspired by NASA, there were significant and critically important differences in how they were interpreted and applied. This paper intends to summarize which practices worked and which did not for an international collaborative effort so that future missions may benefit from our experiences. The CoNNeCT flight system has been successfully assembled, integrated, tested, shipped, launched and installed on the ISS without incident. This demonstrates that the steps taken to facilitate international understanding, communication, and coordination were successful and warrant discussion as lessons learned.

  13. Policies and Procedures for Accessing Archived NASA Lunar Data via the Web

    NASA Technical Reports Server (NTRS)

    James, Nathan L.; Williams, David R.

    2011-01-01

    The National Space Science Data Center (NSSDC) was established by NASA to provide for the preservation and dissemination of scientific data from NASA missions. This paper describes the policies specifically related to lunar science data. NSSDC presently archives 660 lunar data collections. Most of these data (423 units) are stored offline in analog format. The remainder of this collection consists of magnetic tapes and discs containing approximately 1.7 TB of digital lunar data. The active archive for NASA lunar data is the Planetary Data System (PDS). NSSDC has an agreement with the PDS Lunar Data Node to assist in the restoration and preparation of NSSDC-resident lunar data upon request for access and distribution via the PDS archival system. Though much of NSSDC's digital store also resides in PDS, NSSDC has many analog data collections and some digital lunar data sets that are not in PDS. NSSDC stands ready to make these archived lunar data accessible to both the research community and the general public upon request as resources allow. Newly requested offline lunar data are digitized and moved to near-line storage devices called digital linear tape jukeboxes. The data are then packaged and made network-accessible via FTP for the convenience of a growing segment of the user community. This publication will 1) discuss the NSSDC processes and policies that govern how NASA lunar data is preserved, restored, and made accessible via the web and 2) highlight examples of special lunar data requests.

  14. The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework-Based View of Meta-Analysis

    ERIC Educational Resources Information Center

    Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan

    2018-01-01

    This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…

  15. NASA Game Changing Development Program Manufacturing Innovation Project

    NASA Technical Reports Server (NTRS)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  16. NASA SMD Science Education and Public Outreach Forums: A Five-Year Retrospective

    NASA Astrophysics Data System (ADS)

    Smith, Denise A.; Peticolas, Laura; Schwerin, Theresa; Shipp, Stephanie

    2014-06-01

    NASA’s Science Mission Directorate (SMD) created four competitively awarded Science Education and Public Outreach Forums (Astrophysics, Heliophysics, Planetary Science, Earth Science) in 2009. The objective is to enhance the overall coherence of SMD education and public outreach (E/PO), leading to more effective, efficient, and sustainable use of SMD science discoveries and learning experiences. We summarize progress and next steps towards achieving this goal with examples drawn from Astrophysics and cross-Forum efforts. Over the past five years, the Forums have enabled leaders of individual SMD mission and grant-funded E/PO programs to work together to place individual science discoveries and learning resources into context for audiences, conveying the big picture of scientific discovery based on audience needs. Forum-organized collaborations and partnerships extend the impact of individual programs to new audiences and provide resources and opportunities for educators to engage their audiences in NASA science. Similarly, Forum resources support scientists and faculty in utilizing SMD E/PO resources. Through Forum activities, mission E/PO teams and grantees have worked together to define common goals and provide unified professional development for educators (NASA’s Multiwavelength Universe); build partnerships with libraries to engage underserved/underrepresented audiences (NASA Science4Girls and Their Families); strengthen use of best practices; provide thematic, audience-based entry points to SMD learning experiences; support scientists in participating in E/PO; and, convey the impact of the SMD E/PO program. The Forums have created a single online digital library (NASA Wavelength, http://nasawavelength.org) that hosts all peer-reviewed SMD-funded education materials and worked with the SMD E/PO community to compile E/PO program metrics (http://nasamissionepometrics.org/). External evaluation shows the Forums are meeting their objectives. Specific examples

  17. The use of mobile learning application to the fundament of digital electronics course

    NASA Astrophysics Data System (ADS)

    Rakhmawati, L.; Firdha, A.

    2018-01-01

    A new trend in e-learning is known as Mobile Learning. Learning through mobile phones have become part of the educative process. Thus, the purposes of this study are to develop a mobile application for the Fundament of Digital Electronics course that consists of number systems operation, logic gates, and Boolean Algebra, and to assess the readiness, perceptions, and effectiveness of students in the use of mobile devices for learning in the classroom. This research uses Research and Development (R&D) method. The design used in this research, by doing treatment in one class and observing by using Android-based mobile application instructional media. The result obtained from this research shows that the test has 80 % validity aspect, 82 % of the user from senior high school students gives a positive response in using the application of mobile learning, and based on the result of post-test, 90, 90% students passed the exam. At last, it can be concluded that the use of the mobile learning application makes the learning process more effective when it is used in the teaching-learning process.

  18. Keeping Pace with K-12 Digital Learning: An Annual Review of Policy and Practice. Eleventh Edition

    ERIC Educational Resources Information Center

    Watson, John; Pape, Larry; Murin, Amy; Gemin, Butch; Vashaw, Lauren

    2014-01-01

    "Keeping Pace with K-12 Digital Learning" (2014) is the 11th in a series of annual reports that began in 2004 that examine the status of K-12 online education across the country. The report provides an overview of the latest policies, practices, and trends affecting online learning programs across all 50 states. It summarizes that at a…

  19. Design of Digital Learning Material on Social-Psychological Theories for Nutrition Behavior Research

    ERIC Educational Resources Information Center

    Busstra, Maria C.; De Graaf, Cees; Hartog, Rob

    2007-01-01

    This article describes the design, implementation and evaluation of digital learning material on the social--psychological Theory of Planned Behavior (TPB) and its use in nutrition behavior research. The design is based on guidelines derived from theories on instructional design. The major component of the design challenge is to implement three…

  20. Digital mammography, cancer screening: Factors important for image compression

    NASA Technical Reports Server (NTRS)

    Clarke, Laurence P.; Blaine, G. James; Doi, Kunio; Yaffe, Martin J.; Shtern, Faina; Brown, G. Stephen; Winfield, Daniel L.; Kallergi, Maria

    1993-01-01

    The use of digital mammography for breast cancer screening poses several novel problems such as development of digital sensors, computer assisted diagnosis (CAD) methods for image noise suppression, enhancement, and pattern recognition, compression algorithms for image storage, transmission, and remote diagnosis. X-ray digital mammography using novel direct digital detection schemes or film digitizers results in large data sets and, therefore, image compression methods will play a significant role in the image processing and analysis by CAD techniques. In view of the extensive compression required, the relative merit of 'virtually lossless' versus lossy methods should be determined. A brief overview is presented here of the developments of digital sensors, CAD, and compression methods currently proposed and tested for mammography. The objective of the NCI/NASA Working Group on Digital Mammography is to stimulate the interest of the image processing and compression scientific community for this medical application and identify possible dual use technologies within the NASA centers.

  1. Operationalizing the 21st Century Learning Skills Framework for the NASA Mission to Mars Program

    NASA Astrophysics Data System (ADS)

    Smith, Burgess; Research, MSI; Evaluation Team; Interactive Videoconferences Teamlt/p>, MSI

    2013-06-01

    Internal evaluators working with the NASA Mission to Mars program, an out-of-school collaborative videoconferencing program at the Museum of Science and Industry Chicago (MSI), developed an observation protocol to collect evidence about the collaborative learning opportunities offered by the program’s unique technology. Details about the protocol’s development are discussed, along with results of the pilot observations of the program.

  2. Musculoskeletal Modeling Component of the NASA Digital Astronaut Project

    NASA Technical Reports Server (NTRS)

    Lewandowski, B. E.; Pennline, J. A.; Stalker, A. R.; Mulugeta, L.; Myers, J. G.

    2011-01-01

    The NASA Digital Astronaut Project s (DAP) objective is to provide computational tools that support research of the physiological response to low gravity environments and analyses of how changes cause health and safety risks to the astronauts and to the success of the mission. The spaceflight risk associated with muscle atrophy is impaired performance due to reduced muscle mass, strength and endurance. Risks of early onset of osteoporosis and bone fracture are among the spaceflight risks associated with loss of bone mineral density. METHODS: Tools under development include a neuromuscular model, a biomechanical model and a bone remodeling model. The neuromuscular model will include models of neuromuscular drive, muscle atrophy, fiber morphology and metabolic processes as a function of time in space. Human movement will be modeled with the biomechanical model, using muscle and bone model parameters at various states. The bone remodeling model will allow analysis of bone turnover, loss and adaptation. A comprehensive trade study was completed to identify the current state of the art in musculoskeletal modeling. The DAP musculoskeletal models will be developed using a combination of existing commercial software and academic research codes identified in the study, which will be modified for use in human spaceflight research. These individual models are highly dependent upon each other and will be integrated together once they reach sufficient levels of maturity. ANALYSES: The analyses performed with these models will include comparison of different countermeasure exercises for optimizing effectiveness and comparison of task requirements and the state of strength and endurance of a crew member at a particular time in a mission. DISCUSSION: The DAP musculoskeletal model has the potential to complement research conducted on spaceflight induced changes to the musculoskeletal system. It can help with hypothesis formation, identification of causative mechanisms and

  3. Digital Radiography

    NASA Technical Reports Server (NTRS)

    1986-01-01

    System One, a digital radiography system, incorporates a reusable image medium (RIM) which retains an image. No film is needed; the RIM is read with a laser scanner, and the information is used to produce a digital image on an image processor. The image is stored on an optical disc. System allows the radiologist to "dial away" unwanted images to compare views on three screens. It is compatible with existing equipment and cost efficient. It was commercialized by a Stanford researcher from energy selective technology developed under a NASA grant.

  4. Watch Your Step Children! Learning Two-Digit Numbers through Mirror-Based Observation of Self-Initiated Body Movements

    ERIC Educational Resources Information Center

    Ruiter, Margina; Loyens, Sofie; Paas, Fred

    2015-01-01

    It was investigated whether task-related body movements yield beneficial effects on children's learning of two-digit numbers and whether these learning effects are affected by mirror-based self-observation of those movements. Participants were 118 first-graders, who were randomly assigned to two movement conditions and two non-movement control…

  5. Digital Games as Multirepresentational Environments for Science Learning: Implications for Theory, Research, and Design

    ERIC Educational Resources Information Center

    Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim

    2015-01-01

    Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…

  6. Validation of the NASA-TLX Score in Ongoing Assessment of Mental Workload During a Laparoscopic Learning Curve in Bariatric Surgery.

    PubMed

    Ruiz-Rabelo, Juan Francisco; Navarro-Rodriguez, Elena; Di-Stasi, Leandro Luigi; Diaz-Jimenez, Nelida; Cabrera-Bermon, Juan; Diaz-Iglesias, Carlos; Gomez-Alvarez, Manuel; Briceño-Delgado, Javier

    2015-12-01

    Fatigue and mental workload are directly associated with high-complexity tasks. In general, difficult tasks produce a higher mental workload, leaving little opportunity to deal with new/unexpected events and increasing the likelihood of performance errors. The laparoscopic Roux-en-Y gastric bypass (LRYGB) learning curve is considered to be one of the most difficult to complete in laparoscopic surgery. We wished to validate the National Aeronautics and Space Administration Task Load Index (NASA-TLX) in LRYGB and identify factors that could provoke a higher mental workload for surgeons during the learning curve. A single surgeon was enrolled to undertake 70 consecutive LRYGB procedures with two internal surgeons mentoring the first 35 cases. Patients were consecutive and ranked from case 35 to case 105 according to the date of the surgical procedure ("case rank"). Self-ratings of satisfaction, performance, and fatigue were measured at the end of surgery using a validated NASA-TLX questionnaire. The procedure was recorded for later viewing by two external evaluators. General data for patients and surgical variables were collected prospectively. A moderate correlation between the NASA-TLX score, BMI, operative time, and volumes of blood drainage was observed. There was no correlation between the NASA-TLX score and duration of hospital stay or time of drain removal. BMI ≥50 kg/m(2), male sex, inexperienced first assistant, and type 2 diabetes mellitus were identified as independent predictive factors of a higher NASA-TLX score. The NASA-TLX is a valid tool to gauge mental workload in LRYGB.

  7. 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…

  8. Biomedical applications of NASA technology

    NASA Technical Reports Server (NTRS)

    Friedman, Donald S.

    1991-01-01

    Through the active transfer of technology, NASA Technology Utilization (TU) Program assists private companies, associations, and government agencies to make effective use of NASA's technological resources to improve U.S. economic competitiveness and to provide societal benefit. Aerospace technology from such areas as digital image processing, space medicine and biology, microelectronics, optics, and electro-optics, and ultrasonic imaging have found many secondary applications in medicine. Examples of technology spinoffs are briefly discussed to illustrate the benefits realized through adaptation of aerospace technology to solve health care problems. Successful implementation of new technologies increasingly requires the collaboration of industry, universities, and government and the TU Program serves as the liaison to establish such collaborations with NASA. NASA technology is an important resource to support the development of new medical products and techniques that will further advance the quality of health care available in the U.S. and worldwide.

  9. Deep Convolutional Extreme Learning Machine and Its Application in Handwritten Digit Classification

    PubMed Central

    Yang, Xinyi

    2016-01-01

    In recent years, some deep learning methods have been developed and applied to image classification applications, such as convolutional neuron network (CNN) and deep belief network (DBN). However they are suffering from some problems like local minima, slow convergence rate, and intensive human intervention. In this paper, we propose a rapid learning method, namely, deep convolutional extreme learning machine (DC-ELM), which combines the power of CNN and fast training of ELM. It uses multiple alternate convolution layers and pooling layers to effectively abstract high level features from input images. Then the abstracted features are fed to an ELM classifier, which leads to better generalization performance with faster learning speed. DC-ELM also introduces stochastic pooling in the last hidden layer to reduce dimensionality of features greatly, thus saving much training time and computation resources. We systematically evaluated the performance of DC-ELM on two handwritten digit data sets: MNIST and USPS. Experimental results show that our method achieved better testing accuracy with significantly shorter training time in comparison with deep learning methods and other ELM methods. PMID:27610128

  10. Deep Convolutional Extreme Learning Machine and Its Application in Handwritten Digit Classification.

    PubMed

    Pang, Shan; Yang, Xinyi

    2016-01-01

    In recent years, some deep learning methods have been developed and applied to image classification applications, such as convolutional neuron network (CNN) and deep belief network (DBN). However they are suffering from some problems like local minima, slow convergence rate, and intensive human intervention. In this paper, we propose a rapid learning method, namely, deep convolutional extreme learning machine (DC-ELM), which combines the power of CNN and fast training of ELM. It uses multiple alternate convolution layers and pooling layers to effectively abstract high level features from input images. Then the abstracted features are fed to an ELM classifier, which leads to better generalization performance with faster learning speed. DC-ELM also introduces stochastic pooling in the last hidden layer to reduce dimensionality of features greatly, thus saving much training time and computation resources. We systematically evaluated the performance of DC-ELM on two handwritten digit data sets: MNIST and USPS. Experimental results show that our method achieved better testing accuracy with significantly shorter training time in comparison with deep learning methods and other ELM methods.

  11. Development of Children's Creativity and Manual Skills within Digital Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M.

    2014-01-01

    In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…

  12. Experiences in Digital Circuit Design Courses: A Self-Study Platform for Learning Support

    ERIC Educational Resources Information Center

    Bañeres, David; Clarisó, Robert; Jorba, Josep; Serra, Montse

    2014-01-01

    The synthesis of digital circuits is a basic skill in all the bachelor programmes around the ICT area of knowledge, such as Computer Science, Telecommunication Engineering or Electrical Engineering. An important hindrance in the learning process of this skill is that the existing educational tools for the design of circuits do not allow the…

  13. State Digital Learning Exemplars: Highlights from States Leading Change through Policies and Funding

    ERIC Educational Resources Information Center

    Acree, Lauren; Fox, Christine

    2015-01-01

    States are striving to support the expansion of technology tools and resources in K-12 education through state policies, programs, and funding in order to provide digital learning opportunities for all students. This paper highlights examples of states with policies in support of five key areas: (1) innovative funding streams and policy; (2)…

  14. Student Perceptions of Digital Story Telling as a Learning-Tool for Educational Leaders

    ERIC Educational Resources Information Center

    LaFrance, Jason; Blizzard, Jason

    2013-01-01

    A study regarding students' perceptions of digital storytelling as a learning tool was conducted in the fall of 2012. The population consisted of 12 students participating in an Administrative Theory course as part of their doctoral program in K-12 or higher education administration at a Carnegie Doctoral Research University in Georgia. During the…

  15. Fluidity in the Networked Society--Self-Initiated learning as a Digital Literacy Competence

    ERIC Educational Resources Information Center

    Levinsen, Karin Tweddell

    2011-01-01

    In the globalized economies e-permeation has become a basic condition in our everyday lives. ICT can no longer be understood solely as artefacts and tools and computer-related literacy are no longer restricted to the ability to operate digital tools for specific purposes. The network society, and therefore also eLearning are characterized by…

  16. Mathematics Achievement with Digital Game-Based Learning in High School Algebra 1 Classes

    ERIC Educational Resources Information Center

    Ferguson, Terri Lynn Kurley

    2014-01-01

    This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…

  17. Health professional learner attitudes and use of digital learning resources.

    PubMed

    Maloney, Stephen; Chamberlain, Michael; Morrison, Shane; Kotsanas, George; Keating, Jennifer L; Ilic, Dragan

    2013-01-16

    Web-based digital repositories allow educational resources to be accessed efficiently and conveniently from diverse geographic locations, hold a variety of resource formats, enable interactive learning, and facilitate targeted access for the user. Unlike some other learning management systems (LMS), resources can be retrieved through search engines and meta-tagged labels, and content can be streamed, which is particularly useful for multimedia resources. The aim of this study was to examine usage and user experiences of an online learning repository (Physeek) in a population of physiotherapy students. The secondary aim of this project was to examine how students prefer to access resources and which resources they find most helpful. The following data were examined using an audit of the repository server: (1) number of online resources accessed per day in 2010, (2) number of each type of resource accessed, (3) number of resources accessed during business hours (9 am to 5 pm) and outside business hours (years 1-4), (4) session length of each log-on (years 1-4), and (5) video quality (bit rate) of each video accessed. An online questionnaire and 3 focus groups assessed student feedback and self-reported experiences of Physeek. Students preferred the support provided by Physeek to other sources of educational material primarily because of its efficiency. Peak usage commonly occurred at times of increased academic need (ie, examination times). Students perceived online repositories as a potential tool to support lifelong learning and health care delivery. The results of this study indicate that today's health professional students welcome the benefits of online learning resources because of their convenience and usability. This represents a transition away from traditional learning styles and toward technological learning support and may indicate a growing link between social immersions in Internet-based connections and learning styles. The true potential for Web

  18. Free Digital Learning for Inclusion of Migrants and Refugees in Europe: A Qualitative Analysis of Three Types of Learning Purposes

    ERIC Educational Resources Information Center

    Castaño Muñoz, Jonatan; Colucci, Elizabeth; Smidt, Hanne

    2018-01-01

    The increasing number of migrants and refugees arriving in Europe places new demands on European education systems. In this context, the role that free digital learning (FDL) could play in fostering inclusion has attracted renewed interest. While the existing literature highlights some general design principles for developing FDL for migrants and…

  19. Design Guidelines for the Development of Digital Nutrigenomics Learning Material for Heterogeneous Target Groups

    ERIC Educational Resources Information Center

    Busstra, Maria C.; Hartog, Rob; Kersten, Sander; Muller, Michael

    2007-01-01

    Nutritional genomics, or nutrigenomics, can be considered as the combination of molecular nutrition and genomics. Students who attend courses in nutrigenomics differ with respect to their prior knowledge. This study describes digital nutrigenomics learning material suitable for students from various backgrounds and provides design guidelines for…

  20. An Open Source Web Map Server Implementation For California and the Digital Earth: Lessons Learned

    NASA Technical Reports Server (NTRS)

    Sullivan, D. V.; Sheffner, E. J.; Skiles, J. W.; Brass, J. A.; Condon, Estelle (Technical Monitor)

    2000-01-01

    This paper describes an Open Source implementation of the Open GIS Consortium's Web Map interface. It is based on the very popular Apache WWW Server, the Sun Microsystems Java ServIet Development Kit, and a C language shared library interface to a spatial datastore. This server was initially written as a proof of concept, to support a National Aeronautics and Space Administration (NASA) Digital Earth test bed demonstration. It will also find use in the California Land Science Information Partnership (CaLSIP), a joint program between NASA and the state of California. At least one WebMap enabled server will be installed in every one of the state's 58 counties. This server will form a basis for a simple, easily maintained installation for those entities that do not yet require one of the larger, more expensive, commercial offerings.

  1. From Place to Virtual Space: Reconfiguring Student Support for Distance and E-Learning in the Digital Age

    ERIC Educational Resources Information Center

    Tait, Alan

    2014-01-01

    This article examines the impact of digital technologies on student support in distance and e-learning, drawing on the case of Open University UK. Giving a historical perspective on the use of technologies in learning over many centuries, it argues that the dominant paradigm of geography--which has defined the structures for student support…

  2. Digital Storytelling for Enhancing Student Academic Achievement, Critical Thinking, and Learning Motivation: A Year-Long Experimental Study

    ERIC Educational Resources Information Center

    Yang, Ya-Ting C.; Wu, Wan-Chi I.

    2012-01-01

    The purpose of this study was to explore the impact of Digital storytelling (DST) on the academic achievement, critical thinking, and learning motivation of senior high school students learning English as a foreign language. The one-year study adopted a pretest and posttest quasi-experimental design involving 110 10th grade students in two English…

  3. A Deep Learning Approach to Digitally Stain Optical Coherence Tomography Images of the Optic Nerve Head.

    PubMed

    Devalla, Sripad Krishna; Chin, Khai Sing; Mari, Jean-Martial; Tun, Tin A; Strouthidis, Nicholas G; Aung, Tin; Thiéry, Alexandre H; Girard, Michaël J A

    2018-01-01

    To develop a deep learning approach to digitally stain optical coherence tomography (OCT) images of the optic nerve head (ONH). A horizontal B-scan was acquired through the center of the ONH using OCT (Spectralis) for one eye of each of 100 subjects (40 healthy and 60 glaucoma). All images were enhanced using adaptive compensation. A custom deep learning network was then designed and trained with the compensated images to digitally stain (i.e., highlight) six tissue layers of the ONH. The accuracy of our algorithm was assessed (against manual segmentations) using the dice coefficient, sensitivity, specificity, intersection over union (IU), and accuracy. We studied the effect of compensation, number of training images, and performance comparison between glaucoma and healthy subjects. For images it had not yet assessed, our algorithm was able to digitally stain the retinal nerve fiber layer + prelamina, the RPE, all other retinal layers, the choroid, and the peripapillary sclera and lamina cribrosa. For all tissues, the dice coefficient, sensitivity, specificity, IU, and accuracy (mean) were 0.84 ± 0.03, 0.92 ± 0.03, 0.99 ± 0.00, 0.89 ± 0.03, and 0.94 ± 0.02, respectively. Our algorithm performed significantly better when compensated images were used for training (P < 0.001). Besides offering a good reliability, digital staining also performed well on OCT images of both glaucoma and healthy individuals. Our deep learning algorithm can simultaneously stain the neural and connective tissues of the ONH, offering a framework to automatically measure multiple key structural parameters of the ONH that may be critical to improve glaucoma management.

  4. Lessons learned from and the future for NASA's Small Explorer Program

    NASA Technical Reports Server (NTRS)

    Newton, George P.

    1991-01-01

    NASA started the Small Explorer Program to provide space scientists with an opportunity to conduct space science research in the Explorer Program using scientific payloads launched on small-class expendable launch vehicles. A series of small payload, scientific missions was envisioned that could be launched at the rate of one to two missions per year. Three missions were selected in April 1989: Solar Anomalous and Magnetospheric Particle Explorer, Fast Auroral Snapshot Explorer, and Sub-millimeter Wave Astronomy. These missions are planned for launch in June 1992, September 1994 and June 1995, respectively. At a program level, this paper presents the history, objectives, status, and lessons learned which may be applicable to similar programs, and discusses future program plans.

  5. Digital Natives: Back to the Future of Microworlds in a Corporate Learning Organization

    ERIC Educational Resources Information Center

    Cabanero-Johnson, Paz Susan; Berge, Zane

    2009-01-01

    Purpose: The purpose of this paper is to provide description and an analysis of two worlds colliding where real-world roles or ideas play out in a virtual dimension. Inhabited by digital natives, the virtual world in a learning organization is a journey back to the future of microworlds where the only limitation is one's imagination.…

  6. Assessing Impact of Technology Based Digital Equalizer Programme on Improving Student Learning Outcomes

    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…

  7. NASA NASA CONNECT: Special World Space Congress. [Videotape].

    ERIC Educational Resources Information Center

    National Aeronautics and Space Administration, Hampton, VA. Langley Research Center.

    NASA CONNECT is an annual series of free integrated mathematics, science, and technology instructional distance learning programs for students in grades 5-8. This video presents the World Space Congress 2002, the meeting of the decade for space professionals. Topics discussed range from the discovery of distant planets to medical advancements,…

  8. Curriculum Online? Exploring the Political and Commercial Construction of the UK Digital Learning Marketplace

    ERIC Educational Resources Information Center

    Selwyn, Neil

    2007-01-01

    Government support for the production and consumption of educational software is now a key element of New Labour's education technology drive. At present much attention is being directed towards marketing "digital learning" to an educational sector traditionally wary of technological innovation. In an effort to understand the social…

  9. NASA HUNCH Hardware

    NASA Technical Reports Server (NTRS)

    Hall, Nancy R.; Wagner, James; Phelps, Amanda

    2014-01-01

    What is NASA HUNCH? High School Students United with NASA to Create Hardware-HUNCH is an instructional partnership between NASA and educational institutions. This partnership benefits both NASA and students. NASA receives cost-effective hardware and soft goods, while students receive real-world hands-on experiences. The 2014-2015 was the 12th year of the HUNCH Program. NASA Glenn Research Center joined the program that already included the NASA Johnson Space Flight Center, Marshall Space Flight Center, Langley Research Center and Goddard Space Flight Center. The program included 76 schools in 24 states and NASA Glenn worked with the following five schools in the HUNCH Build to Print Hardware Program: Medina Career Center, Medina, OH; Cattaraugus Allegheny-BOCES, Olean, NY; Orleans Niagara-BOCES, Medina, NY; Apollo Career Center, Lima, OH; Romeo Engineering and Tech Center, Washington, MI. The schools built various parts of an International Space Station (ISS) middeck stowage locker and learned about manufacturing process and how best to build these components to NASA specifications. For the 2015-2016 school year the schools will be part of a larger group of schools building flight hardware consisting of 20 ISS middeck stowage lockers for the ISS Program. The HUNCH Program consists of: Build to Print Hardware; Build to Print Soft Goods; Design and Prototyping; Culinary Challenge; Implementation: Web Page and Video Production.

  10. The NASA Astrophysics Data System

    Science.gov Websites

    a digital library for researchers in astronomy and astrophysics. It also covers other subject areas related to astronomy and astrophysics. This data system is a NASA funded project and access to all ADS Eichhorn, Project Scientist for ADS, received the Physics, Astronomy and Mathematics Division Award from

  11. Digital Earth Watch: Investigating the World with Digital Cameras

    NASA Astrophysics Data System (ADS)

    Gould, A. D.; Schloss, A. L.; Beaudry, J.; Pickle, J.

    2015-12-01

    Every digital camera including the smart phone camera can be a scientific tool. Pictures contain millions of color intensity measurements organized spatially allowing us to measure properties of objects in the images. This presentation will demonstrate how digital pictures can be used for a variety of studies with a special emphasis on using repeat digital photographs to study change-over-time in outdoor settings with a Picture Post. Demonstrations will include using inexpensive color filters to take pictures that enhance features in images such as unhealthy leaves on plants, or clouds in the sky. Software available at no cost from the Digital Earth Watch (DEW) website that lets students explore light, color and pixels, manipulate color in images and make measurements, will be demonstrated. DEW and Picture Post were developed with support from NASA. Please visit our websites: DEW: http://dew.globalsystemsscience.orgPicture Post: http://picturepost.unh.edu

  12. Image analysis and machine learning in digital pathology: Challenges and opportunities.

    PubMed

    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

  13. 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

  14. Digital image processing for photo-reconnaissance applications

    NASA Technical Reports Server (NTRS)

    Billingsley, F. C.

    1972-01-01

    Digital image-processing techniques developed for processing pictures from NASA space vehicles are analyzed in terms of enhancement, quantitative restoration, and information extraction. Digital filtering, and the action of a high frequency filter in the real and Fourier domain are discussed along with color and brightness.

  15. Time to learn: the outlook for renewal of patient-centred education in the digital age.

    PubMed

    Glick, T H; Moore, G T

    2001-05-01

    Major forces in society and within health systems are fragmenting patient care and clinical learning. The distancing of physician and trainee from the patient undermines learning about the patient-doctor relationship. The disconnection of care and learning from one successive venue to another impedes the ability of trainees to learn about illness longitudinally. As a conceptual piece, our methods have been those of witnessing the experiences of patients, practitioners, and students over time and observing the impact of fragmented systems and changing expectations on care and learning. We have reflected on the opportunities created by digital information systems and interactive telemedicine to help renew essential relationships. Although there is, as yet, little in the literature on educational or health outcomes of this kind of technological enablement, we anticipate opportunities for a renewed focus on the patient in that patient's own space and time. Multimedia applications can achieve not only real-time connections, but can help construct a "virtual patient" as a platform for supervision and assessment, permitting preceptors to evaluate trainee-patient interactions, utilization of Web-based data and human resources, and on-line professionalism. Just as diverse elements in society are capitalizing upon digital technology to create advantageous relationships, all of the elements in the complex systems of health care and medical training can be better connected, so as to put the patient back in the centre of care and the trainee's ongoing relationship to the patient back in the centre of education.

  16. Application of Digital Radiography to Weld Inspection for the Space Shuttle External Fuel Tank

    NASA Technical Reports Server (NTRS)

    Ussery, Warren

    2009-01-01

    This slide presentation reviews NASA's use of digital radiography to inspect the welds of the external tanks used to hold the cryogenic fuels for the Space Shuttle Main Engines. NASA has had a goal of replacing a significant portion of film used to inspect the welds, with digital radiography. The presentation reviews the objectives for converting to a digital system from film, the characteristics of the digital system, the Probability of detection study, the qualification and implementation of the system.

  17. NASA Tech Briefs, Summer 1978

    NASA Technical Reports Server (NTRS)

    1978-01-01

    Topics covered include: NASA TU Services: Technology Utilization services that can assist you in learning about and applying NASA technology; New Product Ideas: A summary of selected innovations of value to manufacturers for the development of new products; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Solar Energy; Materials; Life Sciences; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences.

  18. The Role of Motive Objects in Early Childhood Teacher Development Concerning Children's Digital Play and Play-Based Learning in Early Childhood Curricula

    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…

  19. Development and Evaluation of a Case-Based Digital Learning Tool about Children's Mathematical Thinking for Elementary School Teachers (L-TEST)

    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…

  20. Full STEAM Ahead with the NASA Opportunities in Visualization, Art, and Science (NOVAS) Program

    NASA Astrophysics Data System (ADS)

    Zevin, D.; Croft, S.; Thrall, L.; Fillingim, M.; Cook, L. R.

    2015-11-01

    There has been increasing interest in the use of art as a new tool in the teaching of Science, Technology, Engineering, and Mathematics (STEM). The concept has received major consideration by our federal government, design colleges, art institutes, and leading universities. Many have, in fact, fully embraced this concept, and it's not unusual today to see “Art” added to STEM to get STEAM. On August 5, 2014, the NASA-funded NASA Opportunities in Visualization, Art, and Science (NOVAS) program team provided a professional development workshop at the Astronomical Society of the Pacific's 2014 Annual Meeting. In this two-hour workshop, participants learned about the rise of STEAM and were shown valuable skills and techniques used by the NOVAS program for the application of STEAM in a variety of out-of-school time (OST) settings. The workshop highlighted how OST and other informal educators can use art and digital media to help teach about current, cutting-edge STEM investigations, and why scientists need artists to help visualize and communicate their research. Although NASA science and project outcomes from the NOVAS program were emphasized, participants also discussed how NOVAS' methodologies could be applied to other STEM subjects and OST formats.

  1. Exploring Learners' Perceptions of the Use of Digital Letter Games for Language Learning: The Case of Magic Word

    ERIC Educational Resources Information Center

    Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca

    2016-01-01

    In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…

  2. Strengthening Leadership Preparation to Meet the Challenge of Leading for Learning in the Digital Age: Recommendations from Alumni

    ERIC Educational Resources Information Center

    Hayashi, Christine A.; Fisher-Adams, Grace

    2015-01-01

    This study surveys graduates of a west-coast university regarding their perception of how well their graduate degree programs prepared them to meet the challenge of leading for learning in the digital age, particularly in the areas of visionary leadership, student learning, organizational management, working with diverse families, ethics, and the…

  3. Designing a Deeply Digital Science Curriculum: Supporting Teacher Learning and Implementation with Organizing Technologies

    ERIC Educational Resources Information Center

    Leary, Heather; Severance, Samuel; Penuel, William R.; Quigley, David; Sumner, Tamara; Devaul, Holly

    2016-01-01

    This paper examines the impacts of technology (e.g., Chromebooks, Google Drive) on teacher learning and student activity in the development and implementation of a deeply digital high school biology unit. Using design-based implementation research, teachers co-designed with researchers and curriculum specialists a student-centered unit aligned to…

  4. Japanese Students' Perceptions of Digital Game Use for English-Language Learning in Higher Education

    ERIC Educational Resources Information Center

    Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi

    2015-01-01

    Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…

  5. Formal Learning Sequences and Progression in the Studio: A Framework for Digital Design Education

    ERIC Educational Resources Information Center

    Wärnestål, Pontus

    2016-01-01

    This paper examines how to leverage the design studio learning environment throughout long-term Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the…

  6. Writing and Publishing in a Blended Learning Environment to Develop Students' Scholarly Digital Ethos

    ERIC Educational Resources Information Center

    Fogleman, Jay; Niedbala, Mona Anne; Bedell, Francesca

    2013-01-01

    How do educators leverage students' fluency with ubiquitous information and communication sources to foster a scholarly digital ethos? This article describes a blended learning environment designed to engage first-year students in 21st-century emerging forms of scholarship and publication. The authors describe an effort to reverse the millennials'…

  7. NASA Wavelength: A Full Spectrum of NASA Resources for Earth and Space Science Education

    NASA Astrophysics Data System (ADS)

    Smith, D. A.; Schwerin, T. G.; Peticolas, L. M.; Porcello, D.; Kansa, E.; Shipp, S. S.; Bartolone, L.

    2013-12-01

    The NASA Science Education and Public Outreach Forums have developed a digital library--NASAWavelength.org--that enables easy discovery and retrieval of thousands of resources from the NASA Earth and space science education portfolio. The system has been developed based on best practices in the architecture and design of web-based information systems. The design style and philosophy emphasize simple, reusable data and services that facilitate the free flow of data across systems. The primary audiences for NASA Wavelength are STEM educators (K-12, higher education and informal education) as well as scientists, education and public outreach professionals who work with K-12, higher education, and informal education. A NASA Wavelength strandmap service features the 19 AAAS strandmaps that are most relevant to NASA science; the service also generates all of the 103 AAAS strandmaps with content from the Wavelength collection. These maps graphically and interactively provide connections between concepts as well as illustrate how concepts build upon one another across grade levels. New features have been developed for this site based on user feedback, including list-building so that users can create and share individual collections within Wavelength. We will also discuss potential methods for integrating the Next Generation Science Standards (NGSS) into the search and discovery tools on NASA Wavelength.

  8. Digital Filter ASIC for NASA Deep Space Radio Science

    NASA Technical Reports Server (NTRS)

    Kowalski, James E.

    1995-01-01

    This paper is about the implementation of an 80 MHz, 16-bit, multi-stage digital filter to decimate by 1600, providing a 50 kHz output with bandpass ripple of less than +/-0.1 dB. The chip uses two decimation by five units and six decimations by two executed by a single decimation by two units. The six decimations by two consist of six halfband filters, five having 30-taps and one having 51-taps. Use of a 16x16 register file for the digital delay lines enables implementation in the Vitesse 350K gate array.

  9. NASA's Additive Manufacturing Development Materials Science to Technology Infusion - Connecting the Digital Dots

    NASA Technical Reports Server (NTRS)

    Vickers, John

    2017-01-01

    At NASA, the first steps of the Journey to Mars are well underway with the development of NASA's next generation launch system and investments in research and technologies that should increase the affordability, capability, and safety of exploration activities. Additive Manufacturing presents a disruptive opportunity for NASA to design and manufacture hardware with new materials at dramatically reduced cost and schedule. Opportunities to incorporate additive manufacturing align very well with NASA missions and with most NASA programs related to space, science, and aeronautics. The Agency also relies on many partnerships with other government agencies, industry and academia.

  10. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series)

    ERIC Educational Resources Information Center

    Squire, Kurt

    2011-01-01

    Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…

  11. Digital Devices, Distraction, and Student Performance: Does In-Class Cell Phone Use Reduce Learning?

    ERIC Educational Resources Information Center

    Duncan, Douglas K.; Hoekstra, Angel R.; Wilcox, Bethany R.

    2012-01-01

    The recent increase in use of digital devices such as laptop computers, iPads, and web-enabled cell phones has generated concern about how technologies affect student performance. Combining observation, survey, and interview data, this research assesses the effects of technology use on student attitudes and learning. Data were gathered in eight…

  12. English Learning Websites and Digital Resources from the Perspective of Chinese University EFL Practitioners

    ERIC Educational Resources Information Center

    Shen, Huizhong; Yuan, Yifeng; Ewing, Robyn

    2015-01-01

    English language learning (ELL) websites and digital resources have been recognized as an important source of linguistic and cultural knowledge for English as a foreign language (EFL) learners to explore. The up-to-date information carried by authentic materials is invaluable for learners to develop an understanding of the target language/culture.…

  13. Student Teachers' Discourse about Digital Technologies and Transitions between Formal and Informal Learning Contexts

    ERIC Educational Resources Information Center

    Pöntinen, Susanna; Dillon, Patrick; Väisänen, Pertti

    2017-01-01

    This research is a contribution to issues of digital technology use at the interface of formal and informal learning contexts. The research was conducted in the discourse tradition and investigates Finnish teacher training students' 'manners of speaking' as resources for, and obstacles to, making pedagogical changes in response to the potential of…

  14. 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…

  15. NASA Goddard All Hands Meeting

    NASA Image and Video Library

    2017-12-08

    Monday, September 30, 2013 - NASA Goddard civil servant and contractor employees were invited to an all hands meeting with Center Director Chris Scolese and members of the senior management team to learn the latest information about a possible partial government shutdown that could happen as early as midnight. Credit: NASA/Goddard/Bill Hrybyk NASA image use policy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Like us on Facebook Find us on Instagram

  16. Effectiveness of Adaptive Contextual Learning Model of Integrated Science by Integrating Digital Age Literacy on Grade VIII Students

    NASA Astrophysics Data System (ADS)

    Asrizal, A.; Amran, A.; Ananda, A.; Festiyed, F.

    2018-04-01

    Educational graduates should have good competencies to compete in the 21st century. Integrated learning is a good way to develop competence of students in this century. Besides that, literacy skills are very important for students to get success in their learning and daily life. For this reason, integrated science learning and literacy skills are important in 2013 curriculum. However, integrated science learning and integration of literacy in learning can’t be implemented well. Solution of this problem is to develop adaptive contextual learning model by integrating digital age literacy. The purpose of the research is to determine the effectiveness of adaptive contextual learning model to improve competence of grade VIII students in junior high school. This research is a part of the research and development or R&D. Research design which used in limited field testing was before and after treatment. The research instruments consist of three parts namely test sheet of learning outcome for assessing knowledge competence, observation sheet for assessing attitudes, and performance sheet for assessing skills of students. Data of student’s competence were analyzed by three kinds of analysis, namely descriptive statistics, normality test and homogeneity test, and paired comparison test. From the data analysis result, it can be stated that the implementation of adaptive contextual learning model of integrated science by integrating digital age literacy is effective to improve the knowledge, attitude, and literacy skills competences of grade VIII students in junior high school at 95% confidence level.

  17. NASA in the Park, 2018

    NASA Image and Video Library

    2018-06-20

    NASA in the Park on June 16 in Huntsville featured more than 60 exhibits and demonstrations by NASA experts, as well as performances by Marshall musicians, educational opportunities, games and hands-on activities for all ages. Brian Mitchell of Marshall’s Planetary Mission Planning Office gives attendees an opportunity to learn about Science missions managed by his office.

  18. Point-of-care mobile digital microscopy and deep learning for the detection of soil-transmitted helminths and Schistosoma haematobium.

    PubMed

    Holmström, Oscar; Linder, Nina; Ngasala, Billy; Mårtensson, Andreas; Linder, Ewert; Lundin, Mikael; Moilanen, Hannu; Suutala, Antti; Diwan, Vinod; Lundin, Johan

    2017-06-01

    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. 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. 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. 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. 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

  19. Point-of-care mobile digital microscopy and deep learning for the detection of soil-transmitted helminths and Schistosoma haematobium

    PubMed Central

    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

  20. NASA's In Space Propulsion Technology Program Accomplishments and Lessons Learned

    NASA Technical Reports Server (NTRS)

    Johnson, Les C.; Harris, David

    2008-01-01

    NASA's In-Space Propulsion Technology (ISPT) Program was managed for 5 years at the NASA MSFC and significant strides were made in the advancement of key transportation technologies that will enable or enhance future robotic science and deep space exploration missions. At the program's inception, a set of technology investment priorities were established using an NASA-wide, mission-driven prioritization process and, for the most part, these priorities changed little - thus allowing a consistent framework in which to fund and manage technology development. Technologies in the portfolio included aerocapture, advanced chemical propulsion, solar electric propulsion, solar sail propulsion, electrodynamic and momentum transfer tethers, and various very advanced propulsion technologies with significantly lower technology readiness. The program invested in technologies that have the potential to revolutionize the robotic exploration of deep space. For robotic exploration and science missions, increased efficiencies of future propulsion systems are critical to reduce overall life-cycle costs and, in some cases, enable missions previously considered impossible. Continued reliance on conventional chemical propulsion alone will not enable the robust exploration of deep space - the maximum theoretical efficiencies have almost been reached and they are insufficient to meet needs for many ambitious science missions currently being considered. By developing the capability to support mid-term robotic mission needs, the program was to lay the technological foundation for travel to nearby interstellar space. The ambitious goals of the program at its inception included supporting the development of technologies that could support all of NASA's missions, both human and robotic. As time went on and budgets were never as high as planned, the scope of the program was reduced almost every year, forcing the elimination of not only the broader goals of the initial program, but also of