Learning by teaching has been extensively studied in education and psychology research. However, there has been relatively less effort in this research avenue in CSCL research. computer supported teaming by teaching, ...
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ISBN:
(纸本)0805857826
Learning by teaching has been extensively studied in education and psychology research. However, there has been relatively less effort in this research avenue in CSCL research. computer supported teaming by teaching, as a genus of CSCL activities, is expected to draw more attention in the future. In this pilot study, we propose a model of computer supported teaming by teaching that involves peer tutors in preparing their instruction notes and teaching their peer tutees verbally. Collaborative teaming is incorporated in our pedagogical design. As an initial investigation and for future improvement of our design, we conducted two experimental trials in a graduate-level course. This paper discusses the design of this model and reports our findings from the experimental trials.
As the power of computational Grids increases, there is a corresponding need for better usability in PSE community. In this paper, we describe our experiences on design of project GridPSi, a Gridenabled PSE for physic...
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Bioinformatics nowadays is a very attractive field. Many fascinating biological problems were still unsolved, even after a great amount of diverse genomic sequences have been sequenced for the coming of post genome er...
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ExploreCSEd is a collaborative project funded by the HE Academy - information and computersciences. The aim of the project is to investigate the skills and difficulties involved in learning to program by gathering da...
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ISBN:
(纸本)1595930248
ExploreCSEd is a collaborative project funded by the HE Academy - information and computersciences. The aim of the project is to investigate the skills and difficulties involved in learning to program by gathering data from students and educators in multiple institutions and bringing these together for analysis.
It has already been proven that peer tutoring is an effective way to engage students in learning. However, without technology support, it can be difficult to conduct peer tutoring program in a classroom. We propose a ...
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The era of 1: 1 educational computing environment where each student has one mobile computing device is not far away. When such technology designed for individuals is applied to group learning, several student groupin...
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ISBN:
(纸本)0805857826
The era of 1: 1 educational computing environment where each student has one mobile computing device is not far away. When such technology designed for individuals is applied to group learning, several student grouping problems could be encountered. In this paper, three issues are identified to illustrate the vision of the 1:2 educational computing environments. In a 1:2 classroom, besides the mobile devices, students also have their own computing desks, i.e. MatrixDesks, to solve the potential student grouping problems. By putting MatrixDesks together, a small group can form a shared working space with the combined desktops immediately and they can use their own digital pens as the input devices to work on and talk over it. Meanwhile, the students use their mobile devices to handle the related individual tasks. MatrixDesks is a coordination of applying the mobile computing and invisible computing to collaborative learning, which will lead to the accomplishment of 1:2 educational computing environments.
When an embedded system is designed, system performance and power consumption have to be taken carefully into consideration. In this paper, we focus on reducing the number of memory access times in embedded systems to...
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One-on-one educational computing refers to I student I computing device, which means every student in a group uses a digital learning device. In this paper, we present a model of student question generation called AGQ...
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ISBN:
(纸本)0805857826
One-on-one educational computing refers to I student I computing device, which means every student in a group uses a digital learning device. In this paper, we present a model of student question generation called AGQ, which stands for "asking a good question," supported by one-on-one educational computing in the classroom settings. AGQ is designed for engaging students in a challenging learning activity that potentially involves higher-level cognitive processing operations. We shall describe the general design of AGQ, called Product Evolution, and that the current version is a variation of it.
Designing component-based application that meets performance requirements remains a challenging problem, and usually requires a prototype to be constructed to benchmark performance. Building a custom benchmark suite i...
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