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This paper proposes the general process of blended learning of professional English for computer science designed on the basis of Moodle, and introduces the trinity blended curriculum design which can be represented as "blended resource + blended activity + blended evaluation". Furthermore, according to the characteristics of professional English, we complement the traditional blended activities...
In today's social context, the role of designers has been shifting gradually with design evolution. Along with the proposition of design thinking, service design and transformation design, designers work more with people than merely for people. And that makes designers play the role of facilitators more in the design processes to promote co-design with various stakeholders for solutions and strategies...
This paper builds on work previously published as best paper at CSEDU 2013 [1], which describes the motivation gap between the teacher's view of student motivation and their actual motivation. As a result of this mismatch, the gamified Software Engineering course under observation [2], did not appeal to the students in the expected way. Our findings give rise to a number of design criteria for e-Learning...
This paper describes the setup for a gamified classroom for the subject of Software Engineering. A series of papers have resulted from this work: “Understanding Student Motivation” at CSEDU 2013 [1] and “Bridging the Motivation Gap”, an IGIP SPEED Young Scientist award paper here at ICL 2013 [2]. The intention behind gamifying the course was to increase student engagement and motivation by allowing...
In universities, the faculties expect students to write their papers in an academic way and to use high quality scientific information sources. However, especially undergraduate students do not always know how to write academic papers nor do they know how to rate and evaluate the information. Moreover, the students' searching skills are often insufficient and they need additional support in information...
This paper describes the experience of managing a requirements process between distributed parties with diverse interests in a research project context. We present some key 'lessons learned' from a new case study, the DESTECS project, and summarise lessons learned from previous experience reports. Key risks include obstacles imposed by the geographic distance, the different domain knowledge and working...
This paper examines the mechanics and the implications of remediated practices in the context of virtual cross-organizational collaboration. Our treatment of the issue is informed by a case study aiming to assess how imbrications of representations hosted by different social media enable or constrain peer co-engagement of members in a virtual partnership. To this effect, we draw upon theories of agency...
Although numerous studies have been conducted on learning resources recommendation in E-Learning, research extending this investigation into usage of users' contextual information is rare. This paper presents an innovative architecture of an intelligent personalized context-aware recommendation system in an E-Learning environment. The system offers users by recommending learning materials, tutors,...
This paper describes an applications for supporting the cooperative learning by applying the Jigsaw method. Cooperative learning is the process which people gather in groups to teach each other what they know and understand. One of the famous method of cooperative learning is Jigsaw. But, using Jigsaw method need much time, hard to divide students into some groups and evaluation the learning process...
The teaching and learning of oral English is considered important but difficult to conduct. The advent and rapid development of Web 2.0 bring people new learning experiences and outcomes. This paper analyzes the current situation of teaching and learning of oral English among non-English majors in college, elaborates the potential of podcast in English learning and the theoretical foundation for its...
Software engineering project courses where student teams are geographically distributed can effectively simulate the problems of globally distributed software development (DSD). However, this pedagogical model has proven difficult to adopt or sustain. It requires significant pedagogical resources and collaboration infrastructure. Institutionalizing such courses also requires compatible and reliable...
The success of emergency supplies response often needs collaborative cooperation between related emergency departments. Because of its functions on emergency supplies response, the response process can be high efficiency. This paper mainly illustrates the processes of collaborative allocation of emergency supplies under power grid emergency. It is a research on finding out the failure factors which...
In this paper we are exploring how a process of collaborative learning evolves in an academic wiki space. In order to trace the potential of such a technological environment, we assume a comparative perspective by analyzing its specific structural features in comparison to other similar solutions designed to facilitate communication in project based activities (discussion boards, instant messaging...
This paper is concerned with the presentation of a collaborative recommendation system that implements a cascade of strategies in order to support the learning process. Similarities between learners are determined by taking advantage of the underlying implicit or explicit personalization and of the non-personalised modes of interaction. In the personalised approach implicit profiles are based on the...
The paper builds on practice-based theories and cyber-archaeology to establish an analytical lens for understanding socio-material aspects of online music ensembles. The domain of investigation is music notation lessons (MNLs) as conducted using the DIAMOUSES system. The proposed practice-based framework rests on two notions - cultural artifacts of practice and quality attributes designating design...
The major aim of this research was to develop new instructional materials and strategies to support engineering students, who are not electrical engineering majors, to learn electric circuit concepts. The study focused on activity Phase #3 of the Work in Progress paper presented at the 41st Frontiers in Education conference. The implementation of this phase included: (1) implementing enhanced guided-notes...
Engineers are often required to make critical judgments involving decisions that extend beyond traditional discipline boundaries. This requires professional engineers to undertake ongoing learning. Much of this learning is informal, learnt on the job from peers. Hence, to prepare students for professional practice they require opportunities to experience, practise, reflect and improve their ability...
A dear friend and colleague, Dillon H. McDaniel, passed away unexpectantly at his home in Placitas, New Mexico on May 1, 2012. We give tribute to a lifetime of work and contribution to the field of high-energy density science, pulsed power, and megagauss physics.
This paper introduces a comprehensive concept idea for building up a knowledge based innovation framework for scientific research projects in general and especially in the field of material science (IConMas). Regarding the aspect of material science the aim is to develop and establish a knowledge based material innovation method. Both aspects, innovation framework and innovation method, are integrated...
In this paper we present a system for video based remote collaboration in stereoscopic 3D that supports multi-touch interaction. The presented system seamlessly integrates shared virtual 3D-material into a video conference application. The system utilizes a calibrated stereo camera setup to capture the collaborating users through a semi-transparent holographic screen. The resulting novel form of remote...
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