Abstract: Wikis are promoted as collaborative writing tools that
allow students to transform a text into a collective document by
information sharing and group reflection. However, despite the
promising collaborative capabilities of wikis, their pedagogical value
regarding collaborative writing is still questionable. Wiki alone
cannot make collaborative writing happen, and students do not
automatically become more active, participate, and collaborate with
others when they use wikis. To foster collaborative writing and active
involvement in wiki development there is a need for a systematic
approach to wikis. Themain goal of this paper is to propose and
evaluate a co-writing approach to the development of wikis, along
with the study of three wiki applications to report on pedagogical
implications of collaborative writing in higher education.
Abstract: One major issue that is regularly cited as a block to
the widespread use of online assessments in eLearning, is that of the
authentication of the student and the level of confidence that an
assessor can have that the assessment was actually completed by that
student. Currently, this issue is either ignored, in which case
confidence in the assessment and any ensuing qualification is
damaged, or else assessments are conducted at central, controlled
locations at specified times, losing the benefits of the distributed
nature of the learning programme. Particularly as we move towards
constructivist models of learning, with intentions towards achieving
heutagogic learning environments, the benefits of a properly
managed online assessment system are clear. Here we discuss some
of the approaches that could be adopted to address these issues,
looking at the use of existing security and biometric techniques,
combined with some novel behavioural elements. These approaches
offer the opportunity to validate the student on accessing an
assessment, on submission, and also during the actual production of
the assessment. These techniques are currently under development in
the DECADE project, and future work will evaluate and report their
use..
Abstract: An international cooperation between educators in
Australia and the US has led to a reconceptualization of the teaching
of a library science course at Appalachian State University. The
pedagogy of Action Learning coupled with a 3D virtual learning
environment immerses students in a social constructivist learning
space that incorporates and supports interaction and reflection. The
intent of this study was to build a bridge between theory and practice
by providing students with a tool set that promoted personal and
social reflection, and created and scaffolded a community of practice.
Besides, action learning is an educational process whereby the fifty
graduate students experienced their own actions and experience to
improve performance.
Abstract: The project describes the modeling of various
architectures mechatronics specifically morphologies of robots in an educational environment. Each structure developed by students of
pre-school, primary and secondary was created using the concept of
reverse engineering in a constructivist environment, to later be integrated in educational software that promotes the teaching of
educational Robotics in a virtual and economic environment.
Abstract: This paper discusses the use of explorative data
mining tools that allow the educator to explore new relationships
between reported learning experiences and actual activities,
even if there are multiple dimensions with a large number
of measured items. The underlying technology is based on
the so-called Compendium Platform for Reproducible Computing
(http://www.freestatistics.org) which was built on top the computational
R Framework (http://www.wessa.net).
Abstract: Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.