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Articles 91 - 120 of 122

Full-Text Articles in Education

Its Training Update, Veronica Trammell Dec 2011

Its Training Update, Veronica Trammell

Veronica O. Trammell

No abstract provided.


A Multi-Platform Application Suite For Enhancing South Asian Language Pedagogy, Tao Bai, Christopher K. Chung, Konstantin Läufer, Daisy Rockwell, George K. Thiruvathukal Nov 2011

A Multi-Platform Application Suite For Enhancing South Asian Language Pedagogy, Tao Bai, Christopher K. Chung, Konstantin Läufer, Daisy Rockwell, George K. Thiruvathukal

George K. Thiruvathukal

This interdisciplinary project explores the potential for handheld/wireless (H/W) technology in the context of language education within and beyond the classroom. Specifically, we have designed and implemented a suite of multi-platform (desktop/laptop, handheld, and browser) applications to enhance the teaching of South Asian languages such as Hindi-Urdu. Such languages are very difficult to learn, let alone write, and H/W devices (with their handwriting/drawing capabilities) can play a significant role in overcoming the learning curve. The initial application suite includes a character/word tracer, a word splitter/joiner, a smart flashcard with audio, contextual augmented stories for reading comprehension, and a poetic metronome. …


Enhancing The Cs Curriculum With With Aspect-Oriented Software Development (Aosd) And Early Experience, Konstantin Läufer, George K. Thiruvathukal, Tzilla Elrad Nov 2011

Enhancing The Cs Curriculum With With Aspect-Oriented Software Development (Aosd) And Early Experience, Konstantin Läufer, George K. Thiruvathukal, Tzilla Elrad

George K. Thiruvathukal

Aspect-oriented software development (AOSD) is evolving as an important step beyond existing software development approaches such as object-oriented development. An aspect is a module that captures a crosscutting concern, behavior that cuts across different units of abstraction in a software application; expressed as a module, such behavior can be enabled and disabled transparently and non-invasively, without changing the application code itself. Increasing industry demand for expertise in AOSD gives rise to the pedagogical challenge of covering this methodology and its foundations in the computer science curriculum. We present our curricular initiative to incorporate a novel course in AOSD in the …


The Extreme Software Development Series: An Open Curricular Framework For Applied Capstone Courses, Konstantin Läufer, George K. Thiruvathukal Nov 2011

The Extreme Software Development Series: An Open Curricular Framework For Applied Capstone Courses, Konstantin Läufer, George K. Thiruvathukal

George K. Thiruvathukal

We describe an open, flexible curricular framework for offering a collection of advanced undergraduate and graduate courses in software development. The courses offered within this framework are further unified by combining solid foundations with current technology and play the role of capstone courses in a modern software development track. Our initiative has been very successful with all stakeholders involved.


Engaging Game Design Students Using Peer Evaluation, Amber Settle, Charles Wilcox, Chad Settle Oct 2011

Engaging Game Design Students Using Peer Evaluation, Amber Settle, Charles Wilcox, Chad Settle

Amber Settle

Many information technology educators have worked in recent years to develop courses to attract students to the field. As faculty achieve success with technical courses designed to be appeal to a broad audience, it can be hard to maintain the initial excitement particularly as multiple sections of the courses are taught on a continuing basis. In this article we describe a project that added peer evaluation to an assessment in a game design course with a large non-major audience. While controversial, peer evaluation has shown some promise in motivating students to work harder and in improving certain key skills. Consistent …


The Human Computer Interaction Issues Associated With The Creation Of Personalized Role Playing Simulations, Eileen O'Donnell, Catherine Mulwa, Mary Sharp, Vincent Wade Sep 2011

The Human Computer Interaction Issues Associated With The Creation Of Personalized Role Playing Simulations, Eileen O'Donnell, Catherine Mulwa, Mary Sharp, Vincent Wade

Eileen O'Donnell

The human computer interaction issues associated with the creation of personalized role playing simulations are discussed in this paper. This paper is aimed at those who are interested in building authoring applications which enable educators to build role playing simulated e-learning resources to use with their students. One of the main issues which have come to our attention is that many learning designers and educators do not understand what exactly it is we are trying to achieve by creating personalized role playing simulations. Also, how to gauge the pedagogic merits which can be achieved by using these e-learning resources. Potential …


Panopto Is Now Available For Lecture Capture, Veronica Trammell Jul 2011

Panopto Is Now Available For Lecture Capture, Veronica Trammell

Veronica O. Trammell

The Distance Learning Center has purchased a new lecture delivery option for faculty who teach online. Panopto is a lecture capture application which allows faculty to capture their lectures using a simple webcam or a sophisticated video classroom.


Final Report And Recommendations:Ministeria E Arsimit Dhe Shkences, Tirane, Albania, Robert Mccloud Jan 2011

Final Report And Recommendations:Ministeria E Arsimit Dhe Shkences, Tirane, Albania, Robert Mccloud

Robert McCloud

The emphasis of current policies has been on Internet connectivity, bridging the digital divide and raising awareness of ICT needs in the schools. As of January 2011, we are schedule to have dedicated Internet service of 1MB download and 256K upload per school. Every Albanian school with a headmaster will have this connectivity. The only schools that will be excluded are in those remote towns where five grades (1 through 5) are consolidated into a single class. It is unfair to exclude these students. If their schools are going to stay open, then they should also be included in the …


A Web 2.0/Web3d Hybrid Platform For Engaging Students In E-Learning Environments, Penny De Byl, Janet Taylor Sep 2010

A Web 2.0/Web3d Hybrid Platform For Engaging Students In E-Learning Environments, Penny De Byl, Janet Taylor

Penny de Byl

This paper explores the Web 2.0 ethos with respect to the application of pedagogy within 3D online virtual environments. 3D worlds can create a synthetic experience capturing the essence of being in a particular world or context. The AliveX3D platform adopts the Web 2.0 ethos and applies it to online 3D virtual environment forming a Web 2.0/Web3D hybrid that has wider usability than previous alternatives. This combined with the AliveX3D Scene Editor allows learning experiences, which are controlled by the learner, appear authentic and facilitate collaboration conversations to be developed simultaneously. This immersion enables learners to negotiate meaning based on …


Faculty Success: Developing A Research And Publication Agenda, Kathleen P. King Sep 2010

Faculty Success: Developing A Research And Publication Agenda, Kathleen P. King

Kathleen P King

Anyone associated with higher education will acknowledge that tenure track faculty have to perform a fantastic balancing act. Compared to an administrative or line role in an organization, higher education faculty have tremendous autonomy and freedom. However, they face competing demands of many different (and good) opportunities, and for them the stakes are always high. Help is here! This article introduces a powerful strategy for staying on track in the research strand of this competitive journey.


A Framework For Computational Thinking Across The Curriculum, Ljubomir Perkovi´C, Amber Settle, Sungsoon Hwang, Joshua Jones Jun 2010

A Framework For Computational Thinking Across The Curriculum, Ljubomir Perkovi´C, Amber Settle, Sungsoon Hwang, Joshua Jones

Sungsoon Hwang

We describe a framework for implementing computational thinking in a broad variety of general education courses. The framework is designed to be used by faculty without formal training in information technology in order to understand and integrate computational thinking into their own general education courses. The framework includes examples of computational thinking in a variety of general education courses, as well as sample in-class activities, assignments, and other assessments for the courses. The examples in the different courses are related and differentiated using categories taken from Denning Great Principles of Computing, so that similar types of computational thinking appearing in …


Iris : Digital Scholarship, Publishing, And Preservation At Northeastern University, Hillary Corbett May 2010

Iris : Digital Scholarship, Publishing, And Preservation At Northeastern University, Hillary Corbett

Hillary Corbett

No abstract provided.


Designing Successful Online Courses - Part 2, Kathleen P. King Feb 2010

Designing Successful Online Courses - Part 2, Kathleen P. King

Kathleen P King

Once again, our major goal is to provide faculty with consistent guidance through the many instructional decisions and design steps they need to pursue in this process. This process is a fantastic opportunity to craft a virtual learning space in which people can engaging in learning beyond the constraints of time and space.


Five Strategies For Successful Writing Of Reports And Essays, Kathleen P. King Feb 2010

Five Strategies For Successful Writing Of Reports And Essays, Kathleen P. King

Kathleen P King

Many people cannot get started with their literary projects because they do not know where to start. In this brief article, I share insight from years of teaching students and professionals of all ages how to prepare professional work.


A Dynamic Information Generation Approach For He: Ig3 Characteristics, Jeffrey Barker, K. Sabry Jan 2010

A Dynamic Information Generation Approach For He: Ig3 Characteristics, Jeffrey Barker, K. Sabry

Jeffrey Barker

This paper proposes the integration of Information Generation 3 (IG3) principles to education systems to advance curriculum and instruction from traditional static designs to build dynamic learning communities and courses in higher education. Dynamic information should stimulate and support methodological flexibility for converging learner-centred and knowledge-centred education environments. This convergence is achieved through a complex mix of connected digital devices and pedagogical methods proven effective by any number of learning theories. Flexibility and diversity are important principles in the IG3 approach to permit the application of multiple scalable digital communication tools, teaching methods and decision-making to advance this new direction. …


Revelations Of Adaptive Technology Hiding In Your Operating System, Kathleen P. King Jan 2010

Revelations Of Adaptive Technology Hiding In Your Operating System, Kathleen P. King

Kathleen P King

Pre-publication version of a chapter about the assistive technology tools and resources available for free in Windows OS and Mac OS. Introducing higher education faculty to free resources, features and programs which they can recommend to their students or perhaps use for themselves (for instance for fading eyesight or hearing). In addition, the chapter briefly shares strategies and examples of how they might be used. The book will have an entire chapter dedicated to assistive technology as well. This is a popularized assistive technology chapter for generalist, NON special education, faculty to become acquainted with readily available and free resources. …


Student Staff: A Village Philosophy, Lisa Caughron Sep 2009

Student Staff: A Village Philosophy, Lisa Caughron

Lisa Caughron

No abstract provided.


Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal Dec 2008

Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal

Jose P Zagal

In what ways can we use games to make moral demands of players and encouraging them to reflect on ethical issues? In this article we propose an ethically notable game as one that provides opportunities for encouraging ethical reasoning and reflection. Our analysis of the videogames Ultima IV, Manhunt, and Fire Emblem: Radiant Dawn highlights the central role that moral dilemmas can play towards creating ethically notable games. We discuss the different ways that these are implemented, such as placing players in situations in which their understanding of an ethical system is challenged, or by creating moral tension between the …


Location-Based Intelligence – Modeling Behavior In Humans Using Gps, Katina Michael, Andrew Mcnamee, M G. Michael, Holly Tootell May 2008

Location-Based Intelligence – Modeling Behavior In Humans Using Gps, Katina Michael, Andrew Mcnamee, M G. Michael, Holly Tootell

Professor Katina Michael

This paper introduces the notion of location-based intelligence by tracking the spatial properties and behavior of a single civilian participant over a two-week study period using a global positioning system (GPS) receiver, and displaying them on a geographic information system (GIS). The paper clearly shows the power of combining speed (S), distance (D), time (T) and elevation (E) data with the exact longitude and latitude position of the user. The issues drawn from the observation and the civilian’s personal diary are useful in understanding the social implications of tracking and monitoring objects and subjects using GPS. The findings show that …


Validation Of Programmes Of Higher Education In Ireland - The Role Of The Higher Education And Training Awards Council, Deirdre Lillis, Tara Ryan Jan 2008

Validation Of Programmes Of Higher Education In Ireland - The Role Of The Higher Education And Training Awards Council, Deirdre Lillis, Tara Ryan

Deirdre Lillis

This paper considers the programme validation arrangements in place in one half of the Irish higher education sector. It outlines how responsibility for programme validation can be safely delegated to Institutions within a robust overarching framework for quality assurance. It compares programme validation in Institutions with self awarding status with Institutions that have their programmes validated by a national Awarding agency. The paper concludes that when programme validation in Ireland and (potentially) across Europe is examined more closely, processes that appear to be very different on the surface can be quite similar in reality. From a philosophical perspective it appears …


Automatic Identification Of Discourse Moves In Scientific Article Introductions, Elena Cotos, Nick Pendar Jan 2008

Automatic Identification Of Discourse Moves In Scientific Article Introductions, Elena Cotos, Nick Pendar

Elena Cotos

This paper reports on the first stage of building an educational tool for international graduate students to improve their academic writing skills. Taking a text-categorization approach, we experimented with several models to automatically classify sentences in research article introductions into one of three rhetorical moves. The paper begins by situating the project within the larger framework of intelligent computer-assisted language learning. It then presents the details of the study with very encouraging results. The paper then concludes by commenting on how the system may be improved and how the project is intended to be pursued and evaluated.


Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas Dec 2007

Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas

Jose P Zagal

This article explores the early evolution of the structure and management of gameplay in videogames. We introduce the notion of gameplay segmentation to capture the role that design elements like level, boss, and wave play in videogames, and identify three modes of segmentation. Temporal segmentation limits, synchronizes and/or coordinates player activity over time. Spatial segmentation breaks the game’s virtual space into sub-locations. Challenge segmentation presents the player with a sequence of self-contained challenges. We describe each mode, and additional sub-modes, by analyzing vintage arcade games. Our analyses illustrate how these games represent a “primordial soup” in which many current game …


Review: Steve: The Art Museum Social Tagging Project., Mark Mcbride Dec 2007

Review: Steve: The Art Museum Social Tagging Project., Mark Mcbride

Mark F McBride

The Steve Museum is a social tagging project created by volunteers from art museums and galleries. The main goal is to create user generated descriptions for works of art, because we all view, experience, and describe art differently.


Assessment Of Thinking In Adult Learners, Darlene Eleanor Crone-Todd Dec 2006

Assessment Of Thinking In Adult Learners, Darlene Eleanor Crone-Todd

Darlene Crone-Todd

Higher-order thinking is one of the defining characteristics of higher education, yet the rating of such behavior has been neither reliable nor valid. Recent research involving the use of categories has yielded relatively high inter-rater reliability, with nominal categories of behavior identified. The current study applies an ordinal-scale model of hierarchical complexity (MHC) to educational tasks. The initial results suggest that the MHC can be used to score questions with varying degrees of complexity and support, and that future research should concentrate on determining the reliability and validity of this scoring system for educational purposes.


Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris Dec 2005

Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris

Jose P Zagal

Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board games. The authors present an analysis of collaborative games. In particular, they focus on Reiner Knizia’s LORDOFTHERINGS, considered by many to be the …


The Attitudes Of Educators To Information Technology Adoption In Schools Settings, Manoj Maharaj, Wesley Govender Jan 2005

The Attitudes Of Educators To Information Technology Adoption In Schools Settings, Manoj Maharaj, Wesley Govender

Manoj Maharaj

No abstract provided.


Course Mentoring: Toward Achieving Consistency In The Curriculum, Lucia Dettori, Amber Settle Dec 2004

Course Mentoring: Toward Achieving Consistency In The Curriculum, Lucia Dettori, Amber Settle

Amber Settle

One the main challenges in achieving consistency in the curriculum is the delivery and coordination of multi-section introductory courses. The mix of adjunct, new, and seasoned instructors, the frequent changes in course content and learning goals, and the non-homogeneous student body are some of the factors that makes successfully teaching such courses a challenge. In this paper we describe how the course mentoring project combines personal involvement with a technological solution to build an effective knowledge-sharing virtual community. Course mentoring has proven to be an efficient way to address and overcome the challenges of teaching introductory computer science courses.


Debating E-Commerce: Engaging Students In Current Events, Amber Settle, André Berthiaume Dec 2002

Debating E-Commerce: Engaging Students In Current Events, Amber Settle, André Berthiaume

Amber Settle

A fundamental task for information technology educators is to help students understand the basic ethical, social, and legal issues inherent in the discipline. We present a method for achieving this goal using in-class debates. Debates allow for a high-level of participation, demand that students conduct significant research, and provide an interactive environment. This encourages the development of communication skills and exposes students to alternative points of view. The debates were conducted in two courses that provide a survey of some aspect of e-commerce technology, one at the undergraduate level and the other at the Masters level.


Non-Traditional Techniques In Teaching Science For General Students, Gary Lewis, Ben Golden, Gail Schiffer, Diane Willey Feb 1996

Non-Traditional Techniques In Teaching Science For General Students, Gary Lewis, Ben Golden, Gail Schiffer, Diane Willey

Gary C. Lewis

No abstract provided.


An Analogue In Certain Unique Factorization Domains Of The Euclid-Euler Theorem On Perfect Numbers, Wayne L. Mcdaniel Dec 1989

An Analogue In Certain Unique Factorization Domains Of The Euclid-Euler Theorem On Perfect Numbers, Wayne L. Mcdaniel

UMSL Emeritus

We show that there exists a natural extention of the sum of divisors function to all unique factorization domains F having a finite number of units such that if a perfect number in F is defined to be an integer η whose proper divisors sum to η, then the analogue of Euclid's theorem giving the sufficient condition that an integer be an even perfect number holds in F, and an analogue of the Euclid-Euler theorem giving the necessary and sufficient condition that an even integer be perfect holds in those domains having more than two units, i. e., in Q(−1) …