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Conceptual relations of English verbs in an electronic dictionary for the productive use of EFL learnersJeong, Young-Kuk January 1996 (has links)
No description available.
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Building and programming an autonomous robot using a Raspberry Pi as a PLCBermúdez Román, Abel, Gaztelumendi Arriaga, Javier January 2016 (has links)
PLC programming students are often limited to simulated systems or soft PLCs, because the high price of the hardware and the software licenses make it difficult for faculties to use real equipment for teaching. This paper describes the design and building of a PLC controlled self-balancing robot with CodeSys and Raspberry Pi as a low-cost demonstrator model that students can use as a base to interact with a real system. A first prototype has been developed, which can be used in the future to get students involved in beginner automation courses without having to build a system from scratch.
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Usability and learning potential of virtual learning environments which applies spaced repetition : A case study on sharplet.comWindarp, Josefin January 2015 (has links)
The increasing amount of learning tools developed in the virtual room enables more flexible learning; it can be personalized and reduce distance barriers. But researchers search to find design guidelines and user needs that relates to these learning tools. This thesis follows that path and researches the usability and learning potential of virtual learning environments (VLEs) which applies spaced repetition. A case study was performed in order to implement the extensive theoretical research regarding usability, e-learning and learning. The results generated improvement recommendations to the company of the case studied VLE. This thesis contributes to the research field by using usability aspects and learning perspectives as tools to analyze VLEs in general, as well as on a specific VLE.
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Digital Learning Tools : Methodology in a Multimodal WorldDogan, Emre January 2014 (has links)
The aim of this study is to present teacher and student views on, and usage of, digital learning tools in the Swedish upper secondary English language classroom, as well their views on a comparison between digital and traditional learning tools. Digital learning tools have seen an increase in both usage and development, something that began as early as the 1990’s, and has become a more common sight in Swedish upper secondary schools. Previous research conducted about digital learning tools and their application in both the general and the English language classroom is presented and used to both analyze and discuss empirical data; said data has been received through a qualitative methodology comprised of two focus group interviews with students and teachers. The empirical data is categorized according to each research question, with direct and translated quotes from the focus group interviews. The results of the study show that while digital learning tools viewed in a positive light and their usage is appreciated by some students, both groups primarily advocate variety in the English language classroom rather than relying exclusively on just one set of tools to create a learning environment that caters to all students rather than a select few.
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Modeling Student Perception of Web 2.0 Technologies Adoption in KuwaitAlajmi, Mohammad 05 1900 (has links)
The primary focus of this dissertation was to explore students' perceptions of adopting Web 2.0 applications at the School of Basic Education (SBE) in Kuwait. Although Web 2.0 applications are becoming more popular among the digital generation, there is still no evidence of students' perceptions of adopting the innovation of Web 2.0 technologies in Kuwait. The problem this study addresses is that the current status of Web 2.0 technologies usage by academic students has remained educationally unknown in Kuwait. Therefore, there was a need to investigate the extent to which academic students in SBE are aware of and their usage of Web 2.0 technologies, as well as the factors and obstacles that affect using these technologies. Rogers' diffusion of innovation theory (DoI) is employed in this study to specify the factors that influence student perceptions of adopting Web 2.0 applications as learning tools. Data used in this dissertation was gathered via a survey instrument from 350 students at the SBE and was statistically analyzed to find out the answers of the research questions. This study identified the low rate of Web 2.0 awareness and adoption by the students. Descriptive statistical analysis, such as mean scores and standard deviation, were used to analyze and conclude the findings. In the rates of awareness and adoption of Web 2.0, this study also identified no statistically significant differences between the groups of all the demographic variables except the academic field. The statistically significant differences were identified between the academic variables before and after recoding the academic fields into 5 groups. A t-test and one-way ANOVA were used to determine the statistical significance. Several factors were examined in the study to identify their influence on the rate of adoption. The factors included the rate of awareness, Rogers' attributes of innovations, and the obstacles to adopt Web 2.0. The multiple linear regression technique was used to find out the percentage of variance that was explained by three groups of predictors. The overall research model explained 49% of the variance on the rate of adoption. The implications of the findings, in addition to adding empirical evidence to the body of knowledge, highlight areas for professional development, educational and institutional changes and possibility for future research.
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Improving the Interoperability of the OpenDSA eTextbook SystemWonderly, Jackson Daniel 07 October 2019 (has links)
In recent years there has been considerable adoption of the IMS Learning Tools Interoperability (LTI) standard among both Learning Management Systems (LMS), and learning applications. The LTI standard defines a way to securely connect learning applications and tools with platforms like LMS, enabling content from external learning tools to appear as if it were a native part of the LMS, and enabling these learning tools to send users' scores directly to the gradebook in the LMS. An example of such a learning tool is the OpenDSA eTextbook system which provides materials that cover a variety of Computer Science-related topics, incorporating hundreds of interactive visualizations and auto-graded exercises. Previous work turned OpenDSA into an LTI tool provider, allowing for OpenDSA eTextbooks to be integrated with the Canvas LMS. In this thesis, we further explore the problem of connecting educational systems while documenting challenges, issues, and design rationales. We expand upon the existing OpenDSA LTI infrastructure by turning OpenDSA into an LTI tool consumer, thus enabling OpenDSA to better integrate content from other LTI tool providers. We also describe how we expanded OpenDSA's LTI tool provider functionality to increase the level of granularity at which OpenDSA content can be served, and how we implemented support for several LMS, including challenges faced and remaining issues. Finally, we discuss the problem of sharing analytics data among educational systems, and outline an architecture that could be used for this purpose. / Master of Science / In recent years there has been considerable adoption of the IMS Learning Tools Interoperability (LTI) standard among Learning Management Systems (LMS) like Blackboard and Canvas, and among learning tools. The LTI standard allows for learning tools to be securely connected with platforms like LMS, enabling content from external learning tools to appear as if it were built into the LMS, and enabling these learning tools to send users’ scores directly to the gradebook in the LMS. An example of such a learning tool is the OpenDSA online textbook system which provides materials that cover a variety of Computer Science-related topics, incorporating hundreds of interactive visualizations and auto-graded exercises. Previous work enabled OpenDSA textbooks to be connected with the Canvas LMS using LTI. In this thesis, we further explore the problem of connecting educational systems while documenting challenges, issues, and design rationales. We expand the existing OpenDSA system to allow OpenDSA to better integrate content from other learning tools. We also describe how we expanded OpenDSA’s features to increase number of ways that OpenDSA content can be consumed, and how we implemented support for adding OpenDSA content to several LMS, including challenges faced and remaining issues. Finally, we discuss the problem of sharing analytics data among educational systems, and outline a potential way to connect educational systems for this purpose.
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Design and Implementation of OpenDSA Interoperable InfrastructureShahin, Hossameldin L. 09 August 2017 (has links)
OpenDSA is a system for creating rich eTextbooks that combine quality text with visualizations and interactive, auto-graded exercises. As OpenDSA gains recognition, its use increases each year. This mandates a scalable, reliable, and sustainable infrastructure to accommodate the fast-growing demand for OpenDSA access.
We implemented OpenDSA-LTI, an interoperable infrastructure which transforms OpenDSA from a standalone, self-contained eTextbook to an integrated learning tool communicating with a Learning Management System (LMS) through the Learning Tool Interoperability (LTI) protocol. OpenDSA-LTI delivers OpenDSA content and interactive materials to students through a reliable and secure LMS interface. LTI integration encourages OpenDSA adoption by providing easy, intuitive tools that help instructors to build and generate OpenDSA eTextbooks in their LMS courses. OpenDSA-LTI allows OpenDSA content developers to take advantage of various tools already provided by the LMS instead of reproducing these through their own proprietary services.
The OpenDSA-LTI extendable design allows for adding new LTI-compliant exercises to OpenDSA books. This changes OpenDSA developers' efforts to searching for learning tools instead of reimplementing them. As an example, instead of maintaining the original OpenDSA programming evaluation engine, we could easily replace it with the Code Workout online drill-and-practice system.
Since its launch in August 2016 until June 2017, OpenDSA-LTI has hosted 36 active courses offered by 25 different universities in 6 countries, 41 instructors have used OpenDSA-LTI to host their courses on the Canvas LMS, and the system has 2,729 registered students. / Master of Science / OpenDSA is a system for creating online textbooks that combine quality text with visualizations and interactive, auto-graded exercises. As OpenDSA gains recognition, its use increases each year. This mandates a scalable, reliable, and sustainable infrastructure to accommodate the fast-growing demand for OpenDSA access.
We built OpenDSA-LTI, an online web application which transforms OpenDSA from a standalone, self-contained textbook to a learning tool which any university can integrate in their learning systems.
OpenDSA-LTI delivers OpenDSA content and interactive materials to students through a reliable and secure interfaces. The new infrastructure encourages OpenDSA adoption by providing tools that help instructors to build and generate OpenDSA online textbooks in their institution’s learning systems.
The OpenDSA-LTI extendable design allows for adding new exercises to OpenDSA online textbooks. This changes OpenDSA developers’ efforts to searching for other learning tools instead of creating them from scratch. As an example, instead of maintaining the original OpenDSA programming exercises, we could replace it with the Code Workout online programming evaluation system.
Since its launch in August 2016 until June 2017, OpenDSA-LTI has hosted 36 active courses offered by 25 different universities in 6 countries, 41 instructors have used OpenDSA-LTI to host their courses on the Canvas LMS, and the system has 2,729 registered students.
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Ecossistemas digitais de aprendizagem: autoria, colaboração, imersão e mobilidade. / Digital learning ecosystems: authoring, collaboration, immersion and mobility.Ficheman, Irene Karaguilla 24 October 2008 (has links)
A rápida evolução e a ampla disseminação de tecnologias digitais estão mudando o contexto e o perfil dos aprendizes que hoje circulam naturalmente entre espaços físicos, espaços virtuais e espaços sociais diferentes, aprendendo em contextos formais e informais. Paradigmas educacionais atuais defendem a aprendizagem centrada no aprendiz que constrói seu conhecimento ao criar e desenvolver projetos, ao interagir com os objetos de estudo, com seus pares, com seus professores e mentores. A análise de requisitos etapa fundamental do desenvolvimento de uma ferramenta digital - concentra-se essencialmente em aspectos computacionais a partir da identificação de fluxos de entrada e saída e dos processos que a ferramenta deverá executar. Entretanto, a análise de requisitos é difícil de ser conduzida quando os conteúdos e inter-relações são complexos e dinâmicos. Recentemente, a abordagem de ecossistemas tem sido usada para entender ou modelar fenômenos que surgem da tecnologia e de seu uso. Propomos utilizar esta abordagem para conceber novas ferramentas digitais de aprendizagem ao analisar seus requisitos, ou para analisar ferramentas existentes. Assim, propomos neste trabalho uma definição e um modelo de Ecossistema Digital de Aprendizagem, que podem ser aplicados tanto na concepção de novas ferramentas educacionais quanto na análise para melhoria de ferramentas existentes. Um conjunto de artefatos, resultantes do detalhamento do modelo, é apresentado a fim de auxiliar na utilização do mesmo. A avaliação da aplicabilidade do modelo foi realizada por meio de sua utilização em estudos de caso de ferramentas educacionais desenvolvidas anteriormente. A aplicação do modelo evidenciou aspectos que não foram contemplados com abordagens tradicionais e permitiu levantar possíveis modificações e ampliações que podem levar a um estágio mais maduro do ecossistema. Os resultados obtidos com a aplicação do modelo na análise de ferramentas existentes apontam caminhos promissores para que esta estratégia seja usada na concepção de novas ferramentas educacionais de aprendizagem. / The rapid evolution and dissemination of digital technology are changing the learners context and profile. Learners move naturally between different physical spaces, different virtual spaces and different social spaces, engaging in learning activities in formal and informal contexts. Educational paradigms defend a learner centered approach, where learners construct their knowledge creating and developing projects, interacting with learning objects, with their peers, their teachers and mentors. Requirements analysis is a fundamental phase in the development of digital tools and concentrates essentially on computational aspects consisting on the identification of the tools input and output flows as well as processing. Nevertheless, requirements analysis is difficult to conduct when contents and relations are complex and dynamic. Recently, the ecosystem approach has been used to understand and to model phenomena that appear from the technology and its use. We propose to use this approach to conceive new digital learning tools, analyzing its requirements, or to use this approach to analyze existing tools. Therefore we propose in this research a Digital Learning Ecosystem definition and model that can be applied to the conception of new educational tools, as well as to analyze and improve existing tools. The detailed model includes a set of artifacts that can support its application. The model applicability evaluation was achieved by applying it on previously developed study cases. The model application showed some aspects that were not considered with traditional approaches and raised possible modifications and extensions that can lead to a mature stage of the ecosystem. The model application analysis of existing tools showed promising results and indicate that this approach can be used to conceive new educational learning tools.
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Ecossistemas digitais de aprendizagem: autoria, colaboração, imersão e mobilidade. / Digital learning ecosystems: authoring, collaboration, immersion and mobility.Irene Karaguilla Ficheman 24 October 2008 (has links)
A rápida evolução e a ampla disseminação de tecnologias digitais estão mudando o contexto e o perfil dos aprendizes que hoje circulam naturalmente entre espaços físicos, espaços virtuais e espaços sociais diferentes, aprendendo em contextos formais e informais. Paradigmas educacionais atuais defendem a aprendizagem centrada no aprendiz que constrói seu conhecimento ao criar e desenvolver projetos, ao interagir com os objetos de estudo, com seus pares, com seus professores e mentores. A análise de requisitos etapa fundamental do desenvolvimento de uma ferramenta digital - concentra-se essencialmente em aspectos computacionais a partir da identificação de fluxos de entrada e saída e dos processos que a ferramenta deverá executar. Entretanto, a análise de requisitos é difícil de ser conduzida quando os conteúdos e inter-relações são complexos e dinâmicos. Recentemente, a abordagem de ecossistemas tem sido usada para entender ou modelar fenômenos que surgem da tecnologia e de seu uso. Propomos utilizar esta abordagem para conceber novas ferramentas digitais de aprendizagem ao analisar seus requisitos, ou para analisar ferramentas existentes. Assim, propomos neste trabalho uma definição e um modelo de Ecossistema Digital de Aprendizagem, que podem ser aplicados tanto na concepção de novas ferramentas educacionais quanto na análise para melhoria de ferramentas existentes. Um conjunto de artefatos, resultantes do detalhamento do modelo, é apresentado a fim de auxiliar na utilização do mesmo. A avaliação da aplicabilidade do modelo foi realizada por meio de sua utilização em estudos de caso de ferramentas educacionais desenvolvidas anteriormente. A aplicação do modelo evidenciou aspectos que não foram contemplados com abordagens tradicionais e permitiu levantar possíveis modificações e ampliações que podem levar a um estágio mais maduro do ecossistema. Os resultados obtidos com a aplicação do modelo na análise de ferramentas existentes apontam caminhos promissores para que esta estratégia seja usada na concepção de novas ferramentas educacionais de aprendizagem. / The rapid evolution and dissemination of digital technology are changing the learners context and profile. Learners move naturally between different physical spaces, different virtual spaces and different social spaces, engaging in learning activities in formal and informal contexts. Educational paradigms defend a learner centered approach, where learners construct their knowledge creating and developing projects, interacting with learning objects, with their peers, their teachers and mentors. Requirements analysis is a fundamental phase in the development of digital tools and concentrates essentially on computational aspects consisting on the identification of the tools input and output flows as well as processing. Nevertheless, requirements analysis is difficult to conduct when contents and relations are complex and dynamic. Recently, the ecosystem approach has been used to understand and to model phenomena that appear from the technology and its use. We propose to use this approach to conceive new digital learning tools, analyzing its requirements, or to use this approach to analyze existing tools. Therefore we propose in this research a Digital Learning Ecosystem definition and model that can be applied to the conception of new educational tools, as well as to analyze and improve existing tools. The detailed model includes a set of artifacts that can support its application. The model applicability evaluation was achieved by applying it on previously developed study cases. The model application showed some aspects that were not considered with traditional approaches and raised possible modifications and extensions that can lead to a mature stage of the ecosystem. The model application analysis of existing tools showed promising results and indicate that this approach can be used to conceive new educational learning tools.
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Towards a Collaborative Learning Platform: The Use of GitHub in Computer Science and Software Engineering CoursesFeliciano, Joseph 31 August 2015 (has links)
Technical fields such as computer science and software engineering have placed an emphasis on collaboration and teamwork, and training students entering these fields is a challenge that educators and researchers have attempted to tackle. To develop students’ skills for these technical fields, some educators have integrated learning activities where students collaborate heavily and make contributions to each other’s learning, emulating the type of work students will perform in industry. Consequently, the learning tools that instructors use for their courses need to support these collaborative and contributive activities.
GitHub is a social coding tool that has seen rapid adoption in the software development field because of the open, collaborative workflow it encourages. This thesis explores the use of GitHub as a collaborative platform for computer science and software engineering education. GitHub provides users with opportunities to contribute to each other’s work through its transparency features, supports integrated discussions, and provides support for reusing and remixing work—opportunities which may be extended to education.
In this thesis, I investigate how GitHub’s unique features, such as ‘pull requests’ and commit histories, can be used to support learning and teaching. This work also explores the benefits and challenges that emerge from using GitHub in this context from both the instructor’s and the student’s perspectives. We found that GitHub afforded instructors with opportunities to encourage student participation by contributing to the course materials through the use of ‘pull requests’ and provided instructors with ways to reuse and share their course materials. As well, students gained experience with a tool and a workflow they expected to encounter in industry, and were provided ways to further engage in their learning by giving feedback to or further developing other students’ work. However, we found that instructors and students were challenged by GitHub’s lack of educational focus, as well as the implications of using GitHub’s open workflow on the public availability of student work.
Findings from this work determine the viability of GitHub as a tool for supporting computer science and software engineering education, and contribute to our understanding of what activities and benefits GitHub provides beyond traditional learning tools. The contributions of this work include a set of recommendations for instructors wishing to use GitHub to augment their courses, utilizing GitHub’s features to support educational activities such as student contributions to course materials and providing continuous feedback to students. / Graduate / 0984 / 0710 / noelf@uvic.ca
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