Prediction is a higher-order thinking skill. In this study, a technology supported prediction-based learning framework which covers buildingprior- knowledge, exploringenvironments, finding clues and inferring results ...
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ISBN:
(纸本)9786161201883
Prediction is a higher-order thinking skill. In this study, a technology supported prediction-based learning framework which covers buildingprior- knowledge, exploringenvironments, finding clues and inferring results is proposed. A learning camp, "Little Weather Scholars," was carried out based on the framework, which focused on the design and implementation of a learning course for elementary students to train their ability to make weather forecasts. Sixty-four 4thto 6thgraderspupils coming fromthirty-one elementary schools in Taipei Cityparticipated in the camp. The results indicate that with the help of the scaffolding, the students could complete the process to make their own weather forecast.
This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementi...
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This paper explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.
To gain a better understanding of the process through which technology users become technology creators, we designed a paper-based, tangible Turing Machine and introduced it to 54 teenage students. The information col...
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To gain a better understanding of the process through which technology users become technology creators, we designed a paper-based, tangible Turing Machine and introduced it to 54 teenage students. The information collected through tinkering tasks and a questionnaire is discussed both via statistics and qualitative analysis. This initial study suggests that simple paper tangibles and tinkering have a place in future, technology-enhanced learning, and that central technological concepts can be discussed on the basis of low-cost tabletop-like games. We also notice a general interest in the historical development of technologies, that seems to enhance motivation and participation.
Traditional didactical methods with a strong teacher-centred approach have proved to be inadequate for software engineering education as they do not capture the complexity of the software production process. Our paper...
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Traditional didactical methods with a strong teacher-centred approach have proved to be inadequate for software engineering education as they do not capture the complexity of the software production process. Our paper demonstrates that software engineering can and should be taught in an authentic learning environment that relies heavily on a student-centred teaching approach. We present our experiences with an example of a practical software engineering course that simulates a real-world software engineering project carried out in distributed teams. This concept has been tried out and improved based on continuous feedback from students and professionals over the past four years. The proposed mixture of different pedagogical concepts (constructivism, experiential and collaborative learning), that also reflect certain agile software development practices, has significantly improved the quality of software engineering education.
This paper reports on an investigation of student engagement with e-learning, using practitioner reflection as a lens. Five e-learning practitioners each provided a case study from their teaching, which was the focus ...
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This paper reports on an investigation of student engagement with e-learning, using practitioner reflection as a lens. Five e-learning practitioners each provided a case study from their teaching, which was the focus of practitioners' reflective accounts. Each of the practitioners had used e-learning as a way of promoting both learning and engagement in their classrooms, and while the contexts in which they worked were varied, there were some emergent similarities in their experiences. The practitioners' reflections show that e-learning is used as a tool to promote various types of engagement from engineering students;indeed, students' engagement in some cases evolved beyond that which the practitioners had intended or anticipated. While the intended outcomes were certainly achieved, other emergent changes in student engagement were reported by the practitioners.
This paper builds on the successful implementation of Web 2.0 technology in a first-year photography subject within a design education program. The success of the subject is now being expanded to create a dynamic, glo...
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Standardized and objective design criteria for evaluating web-based learning platforms can effectively distinguish the quality of a platform and, therefore, contribute in improving web-based learning outcomes. This is...
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In 2004, a city-wide weather wireless sensor network, Taipei Weather Inquiry- Based learning Network, composed of sixty school-based weather sensor nodes and a centralized weather archive server was established to fac...
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