WorldWideScience

Sample records for learning space design

  1. Learning Space Service Design

    Directory of Open Access Journals (Sweden)

    Elliot Felix

    2011-12-01

    Full Text Available Much progress has been made in creating informal learning spaces that incorporate technology and flexibly support a variety of activities. This progress has been principally in designing the right combination of furniture, technology, and space. However, colleges and universities do not design services within learning spaces with nearly the same level of sophistication or integration. Nor do they adequately assess their services. This paper calls for a focus on designing services to facilitate better learning experiences. It describes the fundamentals of service design practice, a selection of exemplary spaces, and the implications for design, budgeting, and staffing.

  2. Learning Space Service Design

    Science.gov (United States)

    Felix, Elliot

    2011-01-01

    Much progress has been made in creating informal learning spaces that incorporate technology and flexibly support a variety of activities. This progress has been principally in designing the right combination of furniture, technology, and space. However, colleges and universities do not design services within learning spaces with nearly the same…

  3. Designing informal learning spaces using student perspectives

    Directory of Open Access Journals (Sweden)

    Matthew David Riddle

    2012-06-01

    Full Text Available This article describes the design of informal learning spaces at an Australian university that support students in the generation of knowledge. Recent learning space design projects at La Trobe have been informed by a number of pre-existing projects, including a small research project on student use of technologies, a national project on learning space design, and a significant curriculum renewal process at the university. It demonstrates the ways in which evidence based on student perspectives and principles developed through applied research in teaching and learning can inform real world learning space design projects in a higher education context.

  4. Lost in Space: Designing for Learning

    Science.gov (United States)

    La Marca, Susan

    2010-01-01

    The design of a learning space, and the many factors that come together to create that space, impact on how we feel and behave in that space and ultimately how we learn. This paper will discuss the importance of mission statements, policy and planning in light of how we create spaces that are learning-driven, human-centred and flexible. Of…

  5. Designing informal learning spaces using student perspectives

    OpenAIRE

    Matthew David Riddle; Kay Souter

    2012-01-01

    This article describes the design of informal learning spaces at an Australian university that support students in the generation of knowledge. Recent learning space design projects at La Trobe have been informed by a number of pre-existing projects, including a small research project on student use of technologies, a national project on learning space design, and a significant curriculum renewal process at the university. It demonstrates the ways in which evidence based on student perspectiv...

  6. LEARNING AND ENVIRONMENTAL DESIGN: Softer Learning Spaces

    Directory of Open Access Journals (Sweden)

    E. Ümran TOPÇU

    2013-07-01

    Full Text Available Learning is a central part of everyone’s life that is often associated with school and  classrooms. Today’ classroom looks and functions like the classroom of an earlier century. Desks lined up in neat rows, facing the teacher and a board or screen is the general condition in many educational institutions. Most of us have sat through classes in plain, hard rooms. Although they did not look very pleasant, we all coped with them. If they could be designed slightly more tolerable, would they help in the betterment of education and learning in any measurable way? This paper aims at describing an attempt to design an alternative classroom. Based on several years of experience, it is observed that there is a demand among students for softer, warmer and more intimate instructional spaces. Students of “People and Environment” Course were asked to select a suitable space to redesign as a “Soft Classroom” within Bahçeşehir University Besiktas Campus  premises. This case study presented a potential research project to etter understand,  how student engagement can be increased by changing learning spaces.

  7. The Cube and the Poppy Flower: Participatory Approaches for Designing Technology-Enhanced Learning Spaces

    Science.gov (United States)

    Casanova, Diogo; Mitchell, Paul

    2017-01-01

    This paper presents an alternative method for learning space design that is driven by user input. An exploratory study was undertaken at an English university with the aim of redesigning technology-enhanced learning spaces. Two provocative concepts were presented through participatory design workshops during which students and teachers reflected…

  8. Learning Theory Expertise in the Design of Learning Spaces: Who Needs a Seat at the Table?

    Science.gov (United States)

    Rook, Michael M.; Choi, Koun; McDonald, Scott P.

    2015-01-01

    This study highlights the impact of including stakeholders with expertise in learning theory in a learning space design process. We present the decision-making process during the design of the Krause Innovation Studio on the campus of the Pennsylvania State University to draw a distinction between the architect and faculty member's decision-making…

  9. Designing learning spaces for interprofessional education in the anatomical sciences.

    Science.gov (United States)

    Cleveland, Benjamin; Kvan, Thomas

    2015-01-01

    This article explores connections between interprofessional education (IPE) models and the design of learning spaces for undergraduate and graduate education in the anatomical sciences and other professional preparation. The authors argue that for IPE models to be successful and sustained they must be embodied in the environment in which interprofessional learning occurs. To elaborate these arguments, two exemplar tertiary education facilities are discussed: the Charles Perkins Centre at the University of Sydney for science education and research, and Victoria University's Interprofessional Clinic in Wyndham for undergraduate IPE in health care. Backed by well-conceived curriculum and pedagogical models, the architectures of these facilities embody the educational visions, methods, and practices they were designed to support. Subsequently, the article discusses the spatial implications of curriculum and pedagogical change in the teaching of the anatomical sciences and explores how architecture might further the development of IPE models in the field. In conclusion, it is argued that learning spaces should be designed and developed (socially) with the expressed intention of supporting collaborative IPE models in health education settings, including those in the anatomical sciences. © 2015 American Association of Anatomists.

  10. Models of Learning Space: Integrating Research on Space, Place and Learning in Higher Education

    Science.gov (United States)

    Ellis, R. A.; Goodyear, P.

    2016-01-01

    Learning space research is a relatively new field of study that seeks to inform the design, evaluation and management of learning spaces. This paper reviews a dispersed and fragmented literature relevant to understanding connections between university learning spaces and student learning activities. From this review, the paper distils a number of…

  11. Designing New Learning Spaces

    NARCIS (Netherlands)

    Specht, Marcus

    2014-01-01

    We are moving towards new learning spaces merging the digital and the physical world. Real world objects get augmented by information streams and real world activities are measured with sensor technology to be reviewed afterwards or in real time. A variety of links is currently created to link

  12. Feel the Fear: Learning Graphic Design in Affective Places and Online Spaces

    Science.gov (United States)

    Nottingham, Anitra

    2017-01-01

    This article explores the idea of pedagogic affect in both onsite and online graphic design learning spaces, and speculates on the role that this affect plays in the formation of the design student. I argue that embodied design knowledge is built by interactions with design professionals, activities that mimic the daily work of designers, and…

  13. Developing Learning Analytics Design Knowledge in the "Middle Space": The Student Tuning Model and Align Design Framework for Learning Analytics Use

    Science.gov (United States)

    Wise, Alyssa Friend; Vytasek, Jovita Maria; Hausknecht, Simone; Zhao, Yuting

    2016-01-01

    This paper addresses a relatively unexplored area in the field of learning analytics: how analytics are taken up and used as part of teaching and learning processes. Initial steps are taken towards developing design knowledge for this "middle space," with a focus on students as analytics users. First, a core set of challenges for…

  14. Lessons learned from the design of chemical space networks and opportunities for new applications

    Science.gov (United States)

    Vogt, Martin; Stumpfe, Dagmar; Maggiora, Gerald M.; Bajorath, Jürgen

    2016-03-01

    The concept of chemical space is of fundamental relevance in chemical informatics and computer-aided drug discovery. In a series of articles published in the Journal of Computer- Aided Molecular Design, principles of chemical space design were evaluated, molecular networks proposed as an alternative to conventional coordinate-based chemical reference spaces, and different types of chemical space networks (CSNs) constructed and analyzed. Central to the generation of CSNs was the way in which molecular similarity relationships were assessed and a primary focal point was the network-based representation of biologically relevant chemical space. The design and comparison of CSNs based upon alternative similarity measures can be viewed as an evolutionary path with interesting lessons learned along the way. CSN design has matured to the point that such chemical space representations can be used in practice. In this contribution, highlights from the sequence of CSN design efforts are discussed in context, providing a perspective for future practical applications.

  15. Lessons learned from the design of chemical space networks and opportunities for new applications.

    Science.gov (United States)

    Vogt, Martin; Stumpfe, Dagmar; Maggiora, Gerald M; Bajorath, Jürgen

    2016-03-01

    The concept of chemical space is of fundamental relevance in chemical informatics and computer-aided drug discovery. In a series of articles published in the Journal of Computer-Aided Molecular Design, principles of chemical space design were evaluated, molecular networks proposed as an alternative to conventional coordinate-based chemical reference spaces, and different types of chemical space networks (CSNs) constructed and analyzed. Central to the generation of CSNs was the way in which molecular similarity relationships were assessed and a primary focal point was the network-based representation of biologically relevant chemical space. The design and comparison of CSNs based upon alternative similarity measures can be viewed as an evolutionary path with interesting lessons learned along the way. CSN design has matured to the point that such chemical space representations can be used in practice. In this contribution, highlights from the sequence of CSN design efforts are discussed in context, providing a perspective for future practical applications.

  16. Designing new collaborative learning spaces in clinical environments: experiences from a children's hospital in Australia.

    Science.gov (United States)

    Bines, Julie E; Jamieson, Peter

    2013-09-01

    Hospitals are complex places that provide a rich learning environment for students, staff, patients and their families, professional groups and the community. The "new" Royal Children's Hospital opened in late 2011. Its mission is focused on improving health and well-being of children and adolescents through leadership in healthcare, research and education. Addressing the need to create "responsive learning environments" aligned with the shift to student-centred pedagogy, two distinct learning environments were developed within the new Royal Children's Hospital; (i) a dedicated education precinct providing a suite of physical environments to promote a more active, collaborative and social learning experience for education and training programs conducted on the Royal Children's Hospital campus and (ii) a suite of learning spaces embedded within clinical areas so that learning becomes an integral part of the daily activities of this busy Hospital environment. The aim of this article is to present the overarching educational principles that lead the design of these learning spaces and describe the opportunities and obstacles encountered in the development of collaborative learning spaces within a large hospital development.

  17. Using an Outdoor Learning Space to Teach Sustainability and Material Processes in HE Product Design

    Science.gov (United States)

    Firth, Richard; Stoltenberg, Einar; Jennings, Trent

    2016-01-01

    This "case study" of two jewellery workshops, used outdoor learning spaces to explore both its impact on learning outcomes and to introduce some key principles of sustainable working methodologies and practices. Using the beach as the classroom, academics and students from a Norwegian and Scottish (HE) product design exchange programme…

  18. Innovation in Deep Space Habitat Interior Design: Lessons Learned From Small Space Design in Terrestrial Architecture

    Science.gov (United States)

    Simon, Matthew A.; Toups, Larry

    2014-01-01

    Increased public awareness of carbon footprints, crowding in urban areas, and rising housing costs have spawned a 'small house movement' in the housing industry. Members of this movement desire small, yet highly functional residences which are both affordable and sensitive to consumer comfort standards. In order to create comfortable, minimum-volume interiors, recent advances have been made in furniture design and approaches to interior layout that improve both space utilization and encourage multi-functional design for small homes, apartments, naval, and recreational vehicles. Design efforts in this evolving niche of terrestrial architecture can provide useful insights leading to innovation and efficiency in the design of space habitats for future human space exploration missions. This paper highlights many of the cross-cutting architectural solutions used in small space design which are applicable to the spacecraft interior design problem. Specific solutions discussed include reconfigurable, multi-purpose spaces; collapsible or transformable furniture; multi-purpose accommodations; efficient, space saving appliances; stowable and mobile workstations; and the miniaturization of electronics and computing hardware. For each of these design features, descriptions of how they save interior volume or mitigate other small space issues such as confinement stress or crowding are discussed. Finally, recommendations are provided to provide guidance for future designs and identify potential collaborations with the small spaces design community.

  19. Which Space? Whose Space? An Experience in Involving Students and Teachers in Space Design

    Science.gov (United States)

    Casanova, Diogo; Di Napoli, Roberto; Leijon, Marie

    2018-01-01

    To date, learning spaces in higher education have been designed with little engagement on the part of their most important users: students and teachers. In this paper, we present the results of research carried out in a UK university. The research aimed to understand how students and teachers conceptualise learning spaces when they are given the…

  20. Learning Spaces

    CERN Document Server

    Falmagne, Jean-Claude

    2011-01-01

    Learning spaces offer a rigorous mathematical foundation for practical systems of educational technology. Learning spaces generalize partially ordered sets and are special cases of knowledge spaces. The various structures are investigated from the standpoints of combinatorial properties and stochastic processes. Leaning spaces have become the essential structures to be used in assessing students' competence of various topics. A practical example is offered by ALEKS, a Web-based, artificially intelligent assessment and learning system in mathematics and other scholarly fields. At the heart of A

  1. Design, Participation, and Social Change: What Design in Grassroots Spaces Can Teach Learning Scientists

    Science.gov (United States)

    Zavala, Miguel

    2016-01-01

    While a science of design (and theory of learning) is certainly useful in design-based research, a participatory design research framework presents an opening for learning scientists to rethink design and learning as processes. Grounded in the autoethnographic investigation of a grassroots organization's design of a local campaign, the author…

  2. History and Evolution of Active Learning Spaces

    Science.gov (United States)

    Beichner, Robert J.

    2014-01-01

    This chapter examines active learning spaces as they have developed over the years. Consistently well-designed classrooms can facilitate active learning even though the details of implementing pedagogies may differ.

  3. A Space-Based Learning Service for Schools Worldwide

    Science.gov (United States)

    White, Norman A.; Gibson, Alan

    2002-01-01

    This paper outlines a scheme for international collaboration to enrich the use of space in school education, to improve students' learning about science and related subjects and to enhance the continuity of science-related studies after the age of 16. Guidelines are presented for the design of an on-line learning service to provide schools worldwide with:- interactive curriculum-related learning resources for teaching about space and through - access to a purpose-designed education satellite or satellites; - opportunities for hands-on work by students in out-of-school hours; - news about space developments to attract, widen and deepen initial interest among teachers - support services to enable teachers to make effective use of the learning service. The Learning Service is the product of almost twenty years of experience by a significant number of UK schools in experimenting with, and in using, satellites and space to aid learning; and over four years of study and development by the SpaceLink Learning Foundation - a private-sector, not- for-profit UK registered charity, which is dedicated to help in increasing both the supply of scientists and engineers and the public understanding of science. This initiative provides scope for, and could benefit from, the involvement of relevant/interested organisations drawn from different countries. The Foundation would be ready, from its UK base, to be among such a group of initiating organisations.

  4. Space Operations Learning Center

    Science.gov (United States)

    Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng

    2012-01-01

    The Space Operations Learning Center (SOLC) is a tool that provides an online learning environment where students can learn science, technology, engineering, and mathematics (STEM) through a series of training modules. SOLC is also an effective media for NASA to showcase its contributions to the general public. SOLC is a Web-based environment with a learning platform for students to understand STEM through interactive modules in various engineering topics. SOLC is unique in its approach to develop learning materials to teach schoolaged students the basic concepts of space operations. SOLC utilizes the latest Web and software technologies to present this educational content in a fun and engaging way for all grade levels. SOLC uses animations, streaming video, cartoon characters, audio narration, interactive games and more to deliver educational concepts. The Web portal organizes all of these training modules in an easily accessible way for visitors worldwide. SOLC provides multiple training modules on various topics. At the time of this reporting, seven modules have been developed: Space Communication, Flight Dynamics, Information Processing, Mission Operations, Kids Zone 1, Kids Zone 2, and Save The Forest. For the first four modules, each contains three components: Flight Training, Flight License, and Fly It! Kids Zone 1 and 2 include a number of educational videos and games designed specifically for grades K-6. Save The Forest is a space operations mission with four simulations and activities to complete, optimized for new touch screen technology. The Kids Zone 1 module has recently been ported to Facebook to attract wider audience.

  5. Navigation and wayfinding in learning spaces in 3D virtual worlds

    OpenAIRE

    Minocha, Shailey; Hardy, Christopher

    2016-01-01

    There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability ...

  6. A Social Learning Space Grid for MOOCs: Exploring a FutureLearn Case

    OpenAIRE

    Manathunga, Kalpani; Hernández-Leo, Davinia; Sharples, Mike

    2017-01-01

    Collaborative and social engagement promote active learning through knowledge intensive interactions. Massive Open Online Courses (MOOCs) are dynamic and diversified learning spaces with varying factors like flexible time frames, student count, demographics requiring higher engagement and motivation to continue learning and for designers to implement novel pedagogies including collaborative learning activities. This paper looks into available and potential collaborative and social learning sp...

  7. Library as a Partner in Co-Designing Learning Spaces: A Case Study at Tampere University of Technology, Finland

    Science.gov (United States)

    Tevaniemi, Johanna; Poutanen, Jenni; Lähdemäki, Riitta

    2015-01-01

    This article presents a case of co-designed temporary learning spaces at a Finnish academic library, together with the results of a user-survey. The experimental development of the multifunctional spaces offered an opportunity for the library to collaborate with its parent organisation thus broadening the role of the library. Hence, library can be…

  8. Space: the final frontier in the learning of science?

    Science.gov (United States)

    Milne, Catherine

    2014-03-01

    In Space, relations, and the learning of science, Wolff-Michael Roth and Pei-Ling Hsu use ethnomethodology to explore high school interns learning shopwork and shoptalk in a research lab that is located in a world class facility for water quality analysis. Using interaction analysis they identify how spaces, like a research laboratory, can be structured as smart spaces to create a workflow (learning flow) so that shoptalk and shopwork can projectively organize the actions of interns even in new and unfamiliar settings. Using these findings they explore implications for the design of curriculum and learning spaces more broadly. The Forum papers of Erica Blatt and Cassie Quigley complement this analysis. Blatt expands the discussion on space as an active component of learning with an examination of teaching settings, beyond laboratory spaces, as active participants of education. Quigley examines smart spaces as authentic learning spaces while acknowledging how internship experiences all empirical elements of authentic learning including open-ended inquiry and empowerment. In this paper I synthesize these ideas and propose that a narrative structure might better support workflow, student agency and democratic decision making.

  9. Aligning physical learning spaces with the curriculum: AMEE Guide No. 107.

    Science.gov (United States)

    Nordquist, Jonas; Sundberg, Kristina; Laing, Andrew

    2016-08-01

    This Guide explores emerging issues on the alignment of learning spaces with the changing curriculum in medical education. As technology and new teaching methods have altered the nature of learning in medical education, it is necessary to re-think how physical learning spaces are aligned with the curriculum. The better alignment of learning spaces with the curriculum depends on more directly engaged leadership from faculty and the community of medical education for briefing the requirements for the design of all kinds of learning spaces. However, there is a lack of precedent and well-established processes as to how new kinds of learning spaces should be programmed. Such programmes are essential aspects of optimizing the intended experience of the curriculum. Faculty and the learning community need better tools and instruments to support their leadership role in briefing and programming. A Guide to critical concepts for exploring the alignment of curriculum and learning spaces is provided. The idea of a networked learning landscape is introduced as a way of assessing and evaluating the alignment of physical spaces to the emerging curriculum. The concept is used to explore how technology has widened the range of spaces and places in which learning happens as well as enabling new styles of learning. The networked learning landscaped is explored through four different scales within which learning is accommodated: the classroom, the building, the campus, and the city. High-level guidance on the process of briefing for the networked learning landscape is provided, to take into account the wider scale of learning spaces and the impact of technology. Key to a successful measurement process is argued to be the involvement of relevant academic stakeholders who can identify the strategic direction and purpose for the design of the learning environments in relation to the emerging demands of the curriculum.

  10. Conferences as a Dramaturgical Learning Space

    DEFF Research Database (Denmark)

    Hansen, Nicoline Jacoby

    Arguing that conferences are an important but under-researched and under-developed dimension of continuing education, the paper proposes a notion of conferences as a dramatic learning space. Using the design-based research methodology, a theoretical framework drawing on adult learning theories...... and dramaturgy is developed, consisting of four design principles: rhythm, reflection, involvement and interaction. These are sought implemented in a specific conference program, the case of the ECCI X conference, and the final program is explained and discussed....

  11. The Critical Importance of Retrieval--and Spacing--for Learning.

    Science.gov (United States)

    Soderstrom, Nicholas C; Kerr, Tyson K; Bjork, Robert A

    2016-02-01

    We examined the impact of repeated testing and repeated studying on long-term learning. In Experiment 1, we replicated Karpicke and Roediger's (2008) influential results showing that once information can be recalled, repeated testing on that information enhances learning, whereas restudying that information does not. We then examined whether the apparent ineffectiveness of restudying might be attributable to the spacing differences between items that were inherent in the between-subjects design employed by Karpicke and Roediger. When we controlled for these spacing differences by manipulating the various learning conditions within subjects in Experiment 2, we found that both repeated testing and restudying improved learning, and that learners' awareness of the relative mnemonic benefits of these strategies was enhanced. These findings contribute to understanding how two important factors in learning-test-induced retrieval processes and spacing-can interact, and they illustrate that such interactions can play out differently in between-subjects and within-subjects experimental designs. © The Author(s) 2015.

  12. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space...... layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  13. Designing flexible instructional space for teaching introductory physics with emphasis on inquiry and collaborative active learning

    Science.gov (United States)

    Bykov, Tikhon

    2010-03-01

    In recent years McMurry University's introductory physics curriculum has gone through a series of significant changes to achieve better integration of traditional course components (lecture/lab/discussion) by means of instructional design and technology. A system of flexible curriculum modules with emphasis on inquiry-based teaching and collaborative active learning has been introduced. To unify module elements, a technology suite has been used that consists of Tablet PC's and software applications including Physlets, tablet-adapted personal response system, PASCO data acquisition systems, and MS One-note collaborative writing software. Adoption of the new teaching model resulted in reevaluation of existing instructional spaces. The new teaching space will be created during the renovation of the McMurry Science Building. This space will allow for easy transitions between lecture and laboratory modes. Movable partitions will be used to accommodate student groups of different sizes. The space will be supportive of small peer-group activities with easy-to-reconfigure furniture, multiple white and black board surfaces and multiple projection screens. The new space will be highly flexible to account for different teaching functions, different teaching modes and learning styles.

  14. The Influence of Hierarchy and Layout Geometry in the Design of Learning Spaces

    Science.gov (United States)

    Smith, Charlie

    2017-01-01

    For a number of years, higher education has moved away from didactic teaching toward collaborative and self-directed learning. This paper discusses how the configuration and spatial geometry of learning spaces influences engagement and interaction, with a particular focus on hierarchies between people within the space. Layouts, presented as…

  15. Switching Reinforcement Learning for Continuous Action Space

    Science.gov (United States)

    Nagayoshi, Masato; Murao, Hajime; Tamaki, Hisashi

    Reinforcement Learning (RL) attracts much attention as a technique of realizing computational intelligence such as adaptive and autonomous decentralized systems. In general, however, it is not easy to put RL into practical use. This difficulty includes a problem of designing a suitable action space of an agent, i.e., satisfying two requirements in trade-off: (i) to keep the characteristics (or structure) of an original search space as much as possible in order to seek strategies that lie close to the optimal, and (ii) to reduce the search space as much as possible in order to expedite the learning process. In order to design a suitable action space adaptively, we propose switching RL model to mimic a process of an infant's motor development in which gross motor skills develop before fine motor skills. Then, a method for switching controllers is constructed by introducing and referring to the “entropy”. Further, through computational experiments by using robot navigation problems with one and two-dimensional continuous action space, the validity of the proposed method has been confirmed.

  16. Reinforcement learning in continuous state and action spaces

    NARCIS (Netherlands)

    H. P. van Hasselt (Hado); M.A. Wiering; M. van Otterlo

    2012-01-01

    textabstractMany traditional reinforcement-learning algorithms have been designed for problems with small finite state and action spaces. Learning in such discrete problems can been difficult, due to noise and delayed reinforcements. However, many real-world problems have continuous state or action

  17. The Convergent Learning Space:

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter; Asmussen, Jørgen Bering

    is described as well as the theoretical construct and hypotheses surrounding the emergence of the concept in technology-rich classrooms, where students bring their own devices and involve their personal learning spaces and networks. The need for new ways of approaching concepts like choice, learning resources......This paper describes the concept of “The Convergent Learning Space” as it is being explored in an ongoing action research project carried out at undergraduate level in select bachelor programs at a Danish University College. The background nature, design, and beginning of this work in progress......, trajectories of participation etc. calls for new action and new pedagogies by teachers in order to secure alignment between students’ worlds and expectations and aims and plans of the teacher. Action research methods are being used to define and test the constituents and variables of the convergent learning...

  18. Trial and Error: A new Approach to Space-Bounded Learning

    DEFF Research Database (Denmark)

    Ameur, F.; Fischer, Paul; Hoeffgen, H.-U.

    1996-01-01

    A pac-learning algorithm is d-space bounded, if it stores at most d examples from the sample at any time. We characterize the d-space learnable concept classes. For this purpose we introduce the compression parameter of a concept class 𝒞 and design our trial and error learning algorithm. We ...

  19. Designing the Electronic Classroom: Applying Learning Theory and Ergonomic Design Principles.

    Science.gov (United States)

    Emmons, Mark; Wilkinson, Frances C.

    2001-01-01

    Applies learning theory and ergonomic principles to the design of effective learning environments for library instruction. Discusses features of electronic classroom ergonomics, including the ergonomics of physical space, environmental factors, and workstations; and includes classroom layouts. (Author/LRW)

  20. Designing meaningful educational spaces for the development of competencies in childhood

    Directory of Open Access Journals (Sweden)

    Yenny Otálora Sevilla

    2010-11-01

    Full Text Available A meaningful educational space is a learning environment that promotes and strengthens the development of social and cognitive competencies in children. This article offers conceptual and methodological elements from Educational Psychology that facilitates the design of significant educational spaces for the development of child competencies, both in and out of school. On the one hand, the learning environment is defined as a dynamic and complex space of construction of knowledge. On the other it takes into account some considerations about child development which help set five criteria to characterize learning environments as meaningful educational spaces: They are structured, intensive, extensive, generative and interactive situations. Each of these criteria is illustrated through learning environments designed by educators in Colombia, based on the use of cultural practices inherent their communities of origin. Cultural practices were found to be relevant to the development of their children’s competencies.

  1. The Convergent Learning Space

    DEFF Research Database (Denmark)

    Kjeldsen, Lars Peter; Kjærgaard, Hanne Wacher

    networks are still more prominently expected by students. Against this backdrop, an action research project has worked with the definition and testing of the hypothesized constituents of the Convergent Learning Space and how it challenges our traditional conceptions of learning spaces. The article...... describes this pilot study involving teachers in conscious, documented reflection on methods, approaches, and procedures conducive to learning processes in this new learning space. As a perspective, the article briefly outlines an intervention study aimed at investigating how students benefit from......The concept of the Convergent Learning Space has been hypothesized and explored in an ongoing action research project carried out at undergraduate level in select bachelor programs at a Danish University College, where classrooms are technology rich and students bring their own devices. The changes...

  2. What's space to learning?

    DEFF Research Database (Denmark)

    Troelsen, Rie

    As “space […] works on its occupants” (Pouler cited in Scheer & Preiser 1994, p. 175), both students and teachers are influenced by the physical contexts in which learning occurs. However, so far focus on the furnishing of classrooms (and built environment as a whole) in universities as being of ...... and practices for technology supported physical learning spaces (JELS). Learning Sciences Research Institute at Nottingham University. Temple, P. (2008). Learning spaces in higher education: an under-researched topic. London Review of Education, 6(3), 229-41......As “space […] works on its occupants” (Pouler cited in Scheer & Preiser 1994, p. 175), both students and teachers are influenced by the physical contexts in which learning occurs. However, so far focus on the furnishing of classrooms (and built environment as a whole) in universities as being...... of importance to the student learning experience has not been overwhelming (Temple 2008). In this paper preliminary findings from a small-scale research project are presented aiming at investigating the influence of spatial conditions on teachers’ views on teaching and learning. Not to evaluate if any given...

  3. Student Perceptions of a 21st Century Learning Space

    Science.gov (United States)

    Adedokun, Omolola A.; Henke, Jacqueline N.; Parker, Loran Carleton; Burgess, Wilella D.

    2017-01-01

    Higher education institutions are increasingly building or remodeling classrooms to be flexible spaces that support learner-centered instruction. However, little is known about the actual impact of these spaces on student outcomes. Using a mixed method design, this study examined student perceptions of a flexible learning space on student learning…

  4. Design spaces

    DEFF Research Database (Denmark)

    2005-01-01

    Digital technologies and media are becoming increasingly embodied and entangled in the spaces and places at work and at home. However, our material environment is more than a geometric abstractions of space: it contains familiar places, social arenas for human action. For designers, the integration...... of digital technology with space poses new challenges that call for new approaches. Creative alternatives to traditional systems methodologies are called for when designers use digital media to create new possibilities for action in space. Design Spaces explores how design and media art can provide creative...... alternatives for integrating digital technology with space. Connecting practical design work with conceptual development and theorizing, art with technology, and usesr-centered methods with social sciences, Design Spaces provides a useful research paradigm for designing ubiquitous computing. This book...

  5. Workplaces as Transformative Learning Spaces

    DEFF Research Database (Denmark)

    Maslo, Elina

    2010-01-01

    some other examples on “successful learning” from the formal, informal and non-formal learning environments, trying to prove those criteria. This presentation provides a view on to new examples on transformative learning spaces we discovered doing research on Workplace Learning in Latvia as a part......Abstract to the Vietnam Forum on Lifelong Learning: Building a Learning Society Hanoi, 7-8 December 2010 Network 2: Competence development as Workplace Learning Title of proposal: Workplaces as Transformative Learning Spaces Author: Elina Maslo, dr. paed., University of Latvia, elina@latnet.lv Key...... words: learning, lifelong learning, adult learning, workplace learning, transformative learning spaces During many years of research on lifelong foreign language learning with very different groups of learners, we found some criteria, which make learning process successful. Since then we tried to find...

  6. Better library and learning space projects, trends, ideas

    CERN Document Server

    Watson, Les

    2014-01-01

    What are the most important things a 21st-century library should do with its space? This title includes chapters that address this critical question, capturing the insights and practical ideas of international librarians, educators and designers to offer you a 'creative resource bank' that helps to transform your library and learning spaces.

  7. Multimodal designs for learning in contexts of diversity

    Directory of Open Access Journals (Sweden)

    Arlene Archer

    2014-12-01

    Full Text Available This paper aims to identify multimodal designs for learning in diverse and developing contexts, where access to resources remains vastly unequal. Using case studies from South African education, the paper explores ways of surfacing the range of students’ resources which are often not noticed or valued in formal educational settings. The studies showcased here demonstrate how ethnographic and textually-based approaches can be combined. Opening up the semiotic space of the classroom through multimodal designs for learning is important for finding innovative ways of addressing access, diversity, and past inequalities. This is of relevance not only to South Africa, but a range of global contexts. The paper argues that multimodal designs for learning can involve interrogating the relation between ‘tradition’ and ‘modernity’; harnessing students’ creative practices as resources for pedagogy; developing metalanguages for critical reflection; creating less regulated pedagogical spaces in order to enable useful teaching and learning practices.

  8. Designing for Motivation: Design-Considerations for Spaced-Repetition-Based Learning Games on Mobile Devices

    Science.gov (United States)

    Schimanke, Florian; Mertens, Robert; Vornberger, Oliver

    2017-01-01

    Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…

  9. Grounding word learning in space.

    Directory of Open Access Journals (Sweden)

    Larissa K Samuelson

    Full Text Available Humans and objects, and thus social interactions about objects, exist within space. Words direct listeners' attention to specific regions of space. Thus, a strong correspondence exists between where one looks, one's bodily orientation, and what one sees. This leads to further correspondence with what one remembers. Here, we present data suggesting that children use associations between space and objects and space and words to link words and objects--space binds labels to their referents. We tested this claim in four experiments, showing that the spatial consistency of where objects are presented affects children's word learning. Next, we demonstrate that a process model that grounds word learning in the known neural dynamics of spatial attention, spatial memory, and associative learning can capture the suite of results reported here. This model also predicts that space is special, a prediction supported in a fifth experiment that shows children do not use color as a cue to bind words and objects. In a final experiment, we ask whether spatial consistency affects word learning in naturalistic word learning contexts. Children of parents who spontaneously keep objects in a consistent spatial location during naming interactions learn words more effectively. Together, the model and data show that space is a powerful tool that can effectively ground word learning in social contexts.

  10. Creative environments for design education and practice : A typology of creative spaces

    NARCIS (Netherlands)

    Thoring, K.C.; Desmet, P.M.A.; Badke-Schaub, P.G.

    2018-01-01

    This article presents a typology of creative spaces that is relevant to facilitating creative working and learning processes for designers. Drawing on qualitative user research with cultural probes in a design thinking institution, this typology identifies five different types of creative spaces

  11. A Learning State-Space Model for Image Retrieval

    Directory of Open Access Journals (Sweden)

    Lee Greg C

    2007-01-01

    Full Text Available This paper proposes an approach based on a state-space model for learning the user concepts in image retrieval. We first design a scheme of region-based image representation based on concept units, which are integrated with different types of feature spaces and with different region scales of image segmentation. The design of the concept units aims at describing similar characteristics at a certain perspective among relevant images. We present the details of our proposed approach based on a state-space model for interactive image retrieval, including likelihood and transition models, and we also describe some experiments that show the efficacy of our proposed model. This work demonstrates the feasibility of using a state-space model to estimate the user intuition in image retrieval.

  12. Optimum Design of Braced Steel Space Frames including Soil-Structure Interaction via Teaching-Learning-Based Optimization and Harmony Search Algorithms

    OpenAIRE

    Ayse T. Daloglu; Musa Artar; Korhan Ozgan; Ali İ. Karakas

    2018-01-01

    Optimum design of braced steel space frames including soil-structure interaction is studied by using harmony search (HS) and teaching-learning-based optimization (TLBO) algorithms. A three-parameter elastic foundation model is used to incorporate the soil-structure interaction effect. A 10-storey braced steel space frame example taken from literature is investigated according to four different bracing types for the cases with/without soil-structure interaction. X, V, Z, and eccentric V-shaped...

  13. Architectural Design and the Learning Environment: A Framework for School Design Research

    Science.gov (United States)

    Gislason, Neil

    2010-01-01

    This article develops a theoretical framework for studying how instructional space, teaching and learning are related in practice. It is argued that a school's physical design can contribute to the quality of the learning environment, but several non-architectural factors also determine how well a given facility serves as a setting for teaching…

  14. Cultivating Collaborations: Site Specific Design for Embodied Science Learning.

    Science.gov (United States)

    Gill, Katherine; Glazier, Jocelyn; Towns, Betsy

    2018-05-21

    Immersion in well-designed outdoor environments can foster the habits of mind that enable critical and authentic scientific questions to take root in students' minds. Here we share two design cases in which careful, collaborative, and intentional design of outdoor learning environments for informal inquiry provide people of all ages with embodied opportunities to learn about the natural world, developing the capacity for understanding ecology and the ability to empathize, problem-solve and reflect. Embodied learning, as facilitated by and in well-designed outdoor learning environments, leads students to develop new ways of seeing, new scientific questions, new ways to connect with ideas, with others and new ways of thinking about the natural world. Using examples from our collaborative practices as experiential learning designers, we illustrate how creating the habits of mind critical to creating scientists, science-interested, and science-aware individuals benefits from providing students spaces to engage in embodied learning in nature. We show how public landscapes designed in creative partnerships between educators, scientists, designers and the public have potential to amplify science learning for all.

  15. A learning space Odyssey

    NARCIS (Netherlands)

    Beckers, Ronald

    2016-01-01

    This dissertation addresses the alignment of learning space with higher education learning and teaching. Significant changes in higher education the past decades, such as increased information and communication technology (ICT) and new learning theories have resulted in the dilemma whether higher

  16. An online learning space facilitating supervision pedagogies in ...

    African Journals Online (AJOL)

    Quality research supervision leading to timely completion and student satisfaction involves explicit pedagogy and effective communication. This article describes the development within an action research cycle of an online learning space designed to achieve these goals. The research 'spirals' involved interventions in the ...

  17. Active learning in the space engineering education at Technical University of Madrid

    Science.gov (United States)

    Rodríguez, Jacobo; Laverón-Simavilla, Ana; Lapuerta, Victoria; Ezquerro Navarro, Jose Miguel; Cordero-Gracia, Marta

    This work describes the innovative activities performed in the field of space education at the Technical University of Madrid (UPM), in collaboration with the center engaged by the European Space Agency (ESA) in Spain to support the operations for scientific experiments on board the International Space Station (E-USOC). These activities have been integrated along the last academic year of the Aerospatiale Engineering degree. A laboratory has been created, where the students have to validate and integrate the subsystems of a microsatellite by using demonstrator satellites. With the acquired skills, the students participate in a training process centered on Project Based Learning, where the students work in groups to perform the conceptual design of a space mission, being each student responsible for the design of a subsystem of the satellite and another one responsible of the mission design. In parallel, the students perform a training using a ground station, installed at the E-USOC building, which allow them to learn how to communicate with satellites, how to download telemetry and how to process the data. This also allows students to learn how the E-USOC works. Two surveys have been conducted to evaluate the impact of these techniques in the student engineering skills and to know the degree of satisfaction of students with respect to the use of these learning methodologies.

  18. "Space and Consequences": The Influence of the Roundtable Classroom Design on Student Dialogue

    Science.gov (United States)

    Parsons, Caroline S.

    2016-01-01

    This study sought to explore how the design of both physical and virtual learning spaces influence student dialogue in a modern university. Qualitative analysis of the learning spaces in an undergraduate liberal arts program was conducted. Interview and focus group data from students and faculty, in addition to classroom observations, resulted in…

  19. Learning from Space Entrepreneurs

    Science.gov (United States)

    Pomerantz, William

    2008-01-01

    The early days of rocketry and space exploration in the United States were marked by incredibly rapid progress: a seemingly endless parade of firsts. Not coincidentally, this period also saw more than its fair share of failure, especially in the infamous "kaputnik" days prior to the successful launch of Explorer. Without a standard canon of known quantities to turn to, the early pioneers of rocketry and space flight were forced to dream up new ideas that ranged from the elegant to the bizarre and to accept the fact that the price of radical progress is occasional failure. Nowadays, rapid prototyping and testing have slowed, as we rely more and more on the extensive knowledge pined by our predecessors and on the embarrassment of riches modern engineers get from computational modeling and computer assisted design. In many cases, this leads to much improved or phenomenally more efficient designs. It also, however, fosters a culture so terrified of failure that we over-engineer and overanalyze everything, often tweaking designs for decades before a new system takes flight. (This is not a problem unique to rockets; the same phenomenon seems to have occurred in high-performance jets.) This is one reason why it was possible for President Kennedy to dream of the completion of the Mercury and Gemini missions and a successful landing on the moon in under a decade, while returning to the moon may take nearly twice as long. Lacking access to the tremendous computational resources of the national space program-and, just as importantly, removed from the harsh judgment of public shareholders or congressional appropriations committees-the hungry entrepreneurs who compete for our prizes tend not to display such fear of failure. Instead, most of them follow a rapid "build, test, fly" program. They are willing to throw a handful of concepts against the wall and see what sticks. They often go from drawing on the back of a napkin to firing engines or even flying vehicles in a matter of

  20. Teachers’ Learning Design Practice for Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin Tweddell; Sørensen, Birgitte Holm

    2018-01-01

    This paper contributes with elements of an emerging learning design methodology. The paper takes as its starting point the theory of Students as Learning Designers, which was developed by Sørensen and Levinsen and based on more than a decade of research-and-development projects in Danish primary...... schools (first to 10th grade). The research focussed on information and communication technology (ICT) within the Scandinavian tradition of Problem Oriented Project Pedagogy (POPP), Problem Based Learning (PBL) and students’ production. In recent years, the projects that provide the grounding...... for the theory have focussed specifically on learning designs that constitute students as learning designers of digital productions (both multimodal and coded productions). This includes learning designs that contribute to students’ empowerment, involvement and autonomy within the teacher-designed frameworks...

  1. Habitability and Human Factors: Lessons Learned in Long Duration Space Flight

    Science.gov (United States)

    Baggerman, Susan D.; Rando, Cynthia M.; Duvall, Laura E.

    2006-01-01

    This study documents the investigation of qualitative habitability and human factors feedback provided by scientists, engineers, and crewmembers on lessons learned from the ISS Program. A thorough review and understanding of this data is critical in charting NASA's future path in space exploration. NASA has been involved in ensuring that the needs of crewmembers to live and work safely and effectively in space have been met throughout the ISS Program. Human factors and habitability data has been collected from every U.S. crewmember that has resided on the ISS. The knowledge gained from both the developers and inhabitants of the ISS have provided a significant resource of information for NASA and will be used in future space exploration. The recurring issues have been tracked and documented; the top 5 most critical issues have been identified from this data. The top 5 identified problems were: excessive onsrbit stowage; environment; communication; procedures; and inadequate design of systems and equipment. Lessons learned from these issues will be used to aid in future improvements and developments to the space program. Full analysis of the habitability and human factors data has led to the following recommendations. It is critical for human factors to be involved early in the design of space vehicles and hardware. Human factors requirements need to be readdressed and redefined given the knowledge gained during previous ISS and long-duration space flight programs. These requirements must be integrated into vehicle and hardware technical documentation and consistently enforced. Lastly, space vehicles and hardware must be designed with primary focus on the user/operator to successfully complete missions and maintain a safe working environment. Implementation of these lessons learned will significantly improve NASA's likelihood of success in future space endeavors.

  2. Successive and discrete spaced conditioning in active avoidance learning in young and aged zebrafish.

    Science.gov (United States)

    Yang, Peng; Kajiwara, Riki; Tonoki, Ayako; Itoh, Motoyuki

    2018-05-01

    We designed an automated device to study active avoidance learning abilities of zebrafish. Open source tools were used for the device control, statistical computing, and graphic outputs of data. Using the system, we developed active avoidance tests to examine the effects of trial spacing and aging on learning. Seven-month-old fish showed stronger avoidance behavior as measured by color preference index with discrete spaced training as compared to successive spaced training. Fifteen-month-old fish showed a similar trend, but with reduced cognitive abilities compared with 7-month-old fish. Further, in 7-month-old fish, an increase in learning ability during trials was observed with discrete, but not successive, spaced training. In contrast, 15-month-old fish did not show increase in learning ability during trials. Therefore, these data suggest that discrete spacing is more effective for learning than successive spacing, with the zebrafish active avoidance paradigm, and that the time course analysis of active avoidance using discrete spaced training is useful to detect age-related learning impairment. Copyright © 2017 Elsevier Ireland Ltd and Japan Neuroscience Society. All rights reserved.

  3. Designing the Learning Context in School for Talent Development

    Science.gov (United States)

    Hertzog, Nancy B.

    2017-01-01

    This article explores the learning context for talent development in public schools. Total aspects of the environment from physical space, affective elements, and pedagogical approaches affect learning. How teachers believe and perceive their roles as teachers influence instructional design and decision making. In this article, the optimal…

  4. Efficient Learning Design

    DEFF Research Database (Denmark)

    Godsk, Mikkel

    This paper presents the current approach to implementing educational technology with learning design at the Faculty of Science and Technology, Aarhus University, by introducing the concept of ‘efficient learning design’. The underlying hypothesis is that implementing learning design is more than...... engaging educators in the design process and developing teaching and learning, it is a shift in educational practice that potentially requires a stakeholder analysis and ultimately a business model for the deployment. What is most important is to balance the institutional, educator, and student...... perspectives and to consider all these in conjunction in order to obtain a sustainable, efficient learning design. The approach to deploying learning design in terms of the concept of efficient learning design, the catalyst for educational development, i.e. the learning design model and how it is being used...

  5. Self and other in digital learning spaces

    DEFF Research Database (Denmark)

    Schraube, Ernst

    expanding human activities, they are also powerful socio-political “forms of life” (Langdon Winner) constituting the relationship between self and the other and transforming fundamentally the practices of teaching and learning and the processes of generating knowledge. This paper explores the meaning......The teaching and learning spaces at universities are in transformation. With the incorporation of electronic technologies like ipads, smart boards and electronic platforms like “moodle” new digital spaces are emerging in educational practices. These technological spaces are not only useful tools...... of digital learning spaces at universities focusing on their implications for the learning processes of students. Usually studies of technology and learning identify teaching with learning and conceptualize research from an external, third-person standpoint. Starting with a discussion of the paradoxes...

  6. Optimum Design of Braced Steel Space Frames including Soil-Structure Interaction via Teaching-Learning-Based Optimization and Harmony Search Algorithms

    Directory of Open Access Journals (Sweden)

    Ayse T. Daloglu

    2018-01-01

    Full Text Available Optimum design of braced steel space frames including soil-structure interaction is studied by using harmony search (HS and teaching-learning-based optimization (TLBO algorithms. A three-parameter elastic foundation model is used to incorporate the soil-structure interaction effect. A 10-storey braced steel space frame example taken from literature is investigated according to four different bracing types for the cases with/without soil-structure interaction. X, V, Z, and eccentric V-shaped bracing types are considered in the study. Optimum solutions of examples are carried out by a computer program coded in MATLAB interacting with SAP2000-OAPI for two-way data exchange. The stress constraints according to AISC-ASD (American Institute of Steel Construction-Allowable Stress Design, maximum lateral displacement constraints, interstorey drift constraints, and beam-to-column connection constraints are taken into consideration in the optimum design process. The parameters of the foundation model are calculated depending on soil surface displacements by using an iterative approach. The results obtained in the study show that bracing types and soil-structure interaction play very important roles in the optimum design of steel space frames. Finally, the techniques used in the optimum design seem to be quite suitable for practical applications.

  7. MOOC Design – Dissemination to the Masses or Facilitation of Social Learning and a Deep Approach to Learning?

    DEFF Research Database (Denmark)

    Christensen, Inger-Marie F.; Dam Laursen, Mette; Bøggild, Jacob

    2016-01-01

    This article accounts for the design of the massive open online course (MOOC) Hans Christian Andersen’s Fairy tales on FutureLearn and reports on the effectiveness of this design in terms of engaging learners in social learning and encouraging a deep approach to learning. A learning pathway...... and increased educator feedback. Course data show that that some learners use the space provided for social interaction and mutual support. A learning pathway that engages learners in discussion and progression from week to week facilitates a deep approach to learning. However, this requires more support from...

  8. Machine learning paradigms in design optimization: Applications in turbine aerodynamic design

    Science.gov (United States)

    Goel, Sanjay

    Mechanisms of incorporating machine learning paradigms in design optimization have been investigated in the current research. The primary focus of the work is on machine learning algorithms which use computational models that are analogous to the hypothesized principles of natural or biological learning. Examples from structural and aerodynamic optimization have been used to demonstrate the potential of the proposed schemes. The first strategy examined in the current work seeks to improve the convergence of optimization problems by pruning the search space of weak variables. Such variables are identified by learning from a database of existing designs using neural networks. By using clustering techniques, different sets of weak variables are identified in different regions of the design space. Parameter sensitivity information obtained in the process of identifying weak variables provides accurate heuristics for formulating design rules. The impact of this methodology on obtaining converged designs has been investigated for a turbine design problem. Optimization results from a three-stage power turbine and an aircraft engine turbine are presented in this thesis. The second scheme is an evolutionary design optimization technique which gets progressively 'smarter' during the optimization process by learning from computed domain knowledge. This technique employs adaptive learning mechanisms (classifiers) which recognize the influence of the design variables on the problem solution and then generalize them to dynamically create or change design rules during optimization. This technique, when applied to a constrained optimization problem, shows progressive improvement in convergence of search, as successive generations of rules evolve by learning from the environment. To investigate this methodology, a truss optimization problem is solved with an objective of minimizing the truss weight subject to stress constraints in the truss members. A distinct convergent trend is

  9. Psychology of Learning Spaces: Impact on Teaching and Learning

    Science.gov (United States)

    Granito, Vincent J.; Santana, Mary E.

    2016-01-01

    New research is emerging that focuses on the role the physical classroom space plays in the teaching-learning dynamic. The purpose of this exploratory research is to describe the students' and instructors' perspectives of how the classroom space and environment impact teaching and learning. Focus groups were utilized with data points coming from…

  10. Extending Mind and Space: Embodying the Model of Design Process in Digital Era

    Directory of Open Access Journals (Sweden)

    Ruly Darmawan

    2009-12-01

    Full Text Available The recent electronic or digital technology has changed the life of contemporary society. From here, a new variant of cultural form is born as a consequence of the intensification of technology usage in everyday activities. This situation is then ended up with the paradigm shift of society’s perceptions, experience, and consciousness in almost all aspect of life, including the spatial discourse. The discourse of spatiality in the digital era becomes significant as it also repositions the conventional human spatial experience and consciousness in everyday life. Furthermore, this new spatial discourse may also appear as an opportunity to determine the learning space in the digital era. This paper emphasizes the topic on the information technology development and its impact on the forming of technoculture. The discussion will then be continued to the spatial discourse in digital era and its contribution in rethinking the learning space, especially the space of design process in academic. Lastly, the paper formulates the hexagonal model as the alternative of expanding the conventional space of design process and learning.

  11. Students as Learning Designers in Innovation Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Sørensen, Birgitte Holm

    2014-01-01

    This paper, which concerns criteria for developing technology-enhanced innovation education, discusses how teacher and student relationships change in these learning spaces. The case study in this paper involves a school in Denmark where teachers and students, aged 6-14, were involved in developing...... and testing new forms of technology-enhanced innovation education as part of the establishment of an EduTechLab at the school. Established in new facilities at the school, the lab contained learning technologies such as Nao robots, sensor kits, and 3D visualisation and printing facilities. The goal of the Edu......TechLab project was to establish a creative learning environment for students and teachers that would support innovative practice with new forms of learning technology. Part of this goal was to involve students in innovative design processes in order for them to experiment with their own design solutions to case...

  12. Learning Design Development for Blended Learning

    DEFF Research Database (Denmark)

    Hansen, Janne Saltoft

    Learning design development for blended learning We started implementing Blackboard at Aarhus University in 2013. At the Health Faculty Blackboard replaced AULA which was a LMS with functionality for file distribution and only a vague focus on learning tools. Most teachers therefore had...... no experiences with blended leaning and technology supported out-of-class activities. At the pedagogical unit at the Health faculty we wanted to follow the Blackboard implementation with pedagogical tools for learning design to evolve the pedagogical use of the system. We needed to make development of blended...... learning courses easier for the teachers and also ensure quality in the courses. This poster describes the process from development of the learning design to implementation of the learning design at the faculty: 1. How to place demands on a learning design-model and how to develop and use such a model. 2...

  13. Designing for competence: spaces that enhance collaboration readiness in healthcare.

    Science.gov (United States)

    Lamb, Gerri; Shraiky, James

    2013-09-01

    Many universities in the United States are investing in classrooms and campuses designed to increase collaboration and teamwork among the health professions. To date, we know little about whether these learning spaces are having the intended impact on student performance. Recent advances in the identification of interprofessional teamwork competencies provide a much-needed step toward a defined outcome metric. Rigorous study of the relationship between design and student competence in collaboration also requires clear specification of design concepts and development of testable frameworks. Such theory-based evaluation is crucial for design to become an integral part of interprofessional education strategies and initiatives. Current classroom and campus designs were analyzed for common themes and features in collaborative spaces as a starting place for specification of design concepts and model development. Four major themes were identified: flexibility, visual transparency/proximity, technology and environmental infrastructure. Potential models linking this preliminary set of design concepts to student competencies are proposed and used to generate hypotheses for future study of the impact of collaborative design spaces on student outcomes.

  14. Space in Space: Designing for Privacy in the Workplace

    Science.gov (United States)

    Akin, Jonie

    2015-01-01

    privacy, the impact of design and others on achieving it, and the sensemaking that occurs when privacy is less than expected. The findings show that privacy is not just a personal, individual need but is also a need that is shared among teams and groups. Moreover, the case of space in space reveals the influence the design of the built and social environments have on privacy needs and on achieving privacy. When the level of privacy is less than expected, sensemaking occurs and the lack of privacy is dealt with by means of absencing the present. creating new social norms, and "making space" by manipulating the spatial, temporal, material aspects of the lived experience. Although the Mars habitat study represents an extreme case of privacy in the workplace, lessons learned from outer space are applicable to life in the Earth-bound workplace. A mini-case study was conducted to evaluate office space at the headquarters of a major American airline that illustrates the usefulness of building unexpected bridges between the unknown, unfamiliar Mars habitat and the everyday workplace. The comparative studies reveal insight into the interconnected, social nature of the spatial, temporal, and material aspects of the lived experience and how users of the habitat and office workspace view privacy, self, and others through an embodied, design interaction.

  15. Previous experience in manned space flight: A survey of human factors lessons learned

    Science.gov (United States)

    Chandlee, George O.; Woolford, Barbara

    1993-01-01

    Previous experience in manned space flight programs can be used to compile a data base of human factors lessons learned for the purpose of developing aids in the future design of inhabited spacecraft. The objectives are to gather information available from relevant sources, to develop a taxonomy of human factors data, and to produce a data base that can be used in the future for those people involved in the design of manned spacecraft operations. A study is currently underway at the Johnson Space Center with the objective of compiling, classifying, and summarizing relevant human factors data bearing on the lessons learned from previous manned space flights. The research reported defines sources of data, methods for collection, and proposes a classification for human factors data that may be a model for other human factors disciplines.

  16. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

    This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers....... The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital...... learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning...

  17. Liberating Learning Object Design from the Learning Style of Student Instructional Designers

    Science.gov (United States)

    Akpinar, Yavuz

    2007-01-01

    Learning objects are a new form of learning resource, and the design of these digital environments has many facets. To investigate senior instructional design students' use of reflection tools in designing learning objects, a series of studies was conducted using the Reflective Action Instructional Design and Learning Object Review Instrument…

  18. Design guidelines for self-assessment support for adult academic distance learning

    NARCIS (Netherlands)

    Menendez Blanco, Maria; Van der Veer, Gerrit; Benvenuti, Laura; Kirschner, Paul A.

    2011-01-01

    Menendez Blanco, M., Van der Veer, G., Benvenuti, L., & Kirschner, P. A. (2011). Design guidelines for self-assessment support for adult academic distance learning. In H-J Shalin (Ed.), Constructing self-discovery learning spaces online: scaffolding and decision making technologies (pp. 169-198).

  19. The right time to learn: mechanisms and optimization of spaced learning

    Science.gov (United States)

    Smolen, Paul; Zhang, Yili; Byrne, John H.

    2016-01-01

    For many types of learning, spaced training, which involves repeated long inter-trial intervals, leads to more robust memory formation than does massed training, which involves short or no intervals. Several cognitive theories have been proposed to explain this superiority, but only recently have data begun to delineate the underlying cellular and molecular mechanisms of spaced training, and we review these theories and data here. Computational models of the implicated signalling cascades have predicted that spaced training with irregular inter-trial intervals can enhance learning. This strategy of using models to predict optimal spaced training protocols, combined with pharmacotherapy, suggests novel ways to rescue impaired synaptic plasticity and learning. PMID:26806627

  20. Designing Collaborative Learning Places: Psychological Foundations and New Frontiers.

    Science.gov (United States)

    Graetz, Ken A.; Goliber, Michael J.

    2002-01-01

    Considering the modern context of collaborative learning and information technology, details implications for space design, primarily from the field of environmental psychology--the study of the relationship between people and their physical environment. (EV)

  1. Problem based Learning versus Design Thinking in Team based Project work

    DEFF Research Database (Denmark)

    Denise J. Stokholm, Marianne

    2014-01-01

    project based learning issues, which has caused a need to describe and compare the two models; in specific the understandings, approaches and organization of learning in project work. The PBL model viewing the process as 3 separate project stages including; problem analysis, problem solving and project......All educations at Aalborg University has since 1974 been rooted in Problem Based Learning (PBL). In 1999 a new education in Industrial design was set up, introducing Design Based Learning (DBL). Even though the two approaches have a lot in common they also hold different understandings of core...... report, with focus on problem solving through analysis. Design Based Learning viewing the process as series of integrated design spaces including; alignment, research, mission, vision, concept, product and process report, with focus on innovative ideation though integration. There is a need of renewing...

  2. Repurposing With Purpose: Creating a Collaborative Learning Space to Support Institutional Interprofessional Initiatives.

    Science.gov (United States)

    Young, Lauren M; Machado, Connie K; Clark, Susan B

    2015-01-01

    When the University of Mississippi Medical Center embraced a didactic shift to patient-centered, interprofessional education of its medical, dental, nursing, pharmacy, and allied health students, the Rowland Medical Library repurposed space to support the cause and created a collaborative learning space designated for campus-wide utility.

  3. Persuasive Designs for Learning - Learning in Persuasive Design

    DEFF Research Database (Denmark)

    Hansen, Sandra Burri Gram

    and evaluate persuasive learning designs for energy and environment education. Through an exploratory mixed methods approach, I extend my understanding of persuasive design and strive to establish its claim in relation to other more established research areas. I contribute to the field by arguing towards......In this dissertation, the potential of applying persuasive design principles to the development of learning designs in complex organizations is explored, analysed and developed. My research is conducted in collaboration with the Danish Ministry of Defence and the Danish army, where I design, test...... the potential of constructive ethics applied in practice, and with initial steps towards a methodological framework for persuasive design, which bridges between system-oriented and user-centred approaches to design....

  4. The International Active Learning Space

    DEFF Research Database (Denmark)

    Manners, Ian James

    2015-01-01

    -Danish students receive the basic international and intercultural skills and knowledge they need in current society. The English-language masters’ seminars I teach at the Department of Political Science are international in terms of students and teacher, but they are also Active Learning seminars......-Danish students (and sometimes teachers) rarely speak to each other or learn each other’s names. In the international AL spaces I create, students must work together on joint tasks which require interaction to address tasks and integration in order to benefit from the multinational activity groups. Planning AL...... that complete the seminar soon become vocal advocates of international AL. Ultimately, enriching student learning through immersing Danish and international students in an international AL space is, for me, the best way of ensuring an internationalised learning outcome, rather than just international mobility....

  5. Temporary Design Spaces

    DEFF Research Database (Denmark)

    Pedersen, Signe

    2017-01-01

    For more than 40 years designers, researchers and engineers have used prototypes and other types of materiality to involve a great number of diverse actors in co-design processes. Researchers such as Blanco, Boujout, Vinck and Jeantet (Blanco & Boujut, 2003; Vinck & Jeantet, 1995) has promoted...... the concept of intermediary objects focusing on direct interactions centred around prototypes. However, not on-ly the prototype foster production and translation of knowledge in design processes, which is why this article introduces the concept of intermediary spaces to broaden the perspective. Intermediary...... spaces offer a framework for analysing design pro-cesses and following the translation and navigation of knowledge and actors from one space to the next. The framework can be used analytically to follow the translation and transformation of knowledge and actors and practically for designers to stage...

  6. Learning by watching Vernacular Iñupiaq-Inuit design learning as inspiration for design education

    Directory of Open Access Journals (Sweden)

    Janne Beate Reitan

    2014-12-01

    Full Text Available In this article, I explore a single case of vernacular clothing design — the practice and learning of design for contemporary Iñupiaq-Inuit clothing made by women from Kaktovik in Northern Alaska — and I hope to contribute to a better understanding of design practice and learning in general. Design research has many unexplored areas, and one of these omissions is vernacular design, or folk design. In my opinion, professional and academic design may well have something to learn from vernacular design, although this research is about vernacular learning and about what, why and how the‘making’ discipline of clothing design is learned. This study was based on observations of and interviews with seamstresses and research-by-design, which includes authorial participation in designing and sewing in adherence to Iñupiaq tradition. All of this was recorded on digital video film. The investigation of Iñupiaq-Inuit clothing design indicates that watching was the most common way of learning, a phenomenon I have chosen to call learning-by-watching, a concept that can be seen as a development of both Schön and Wenger’s theories of learning, as influenced by John Dewey’s theory of learning-by-doing. This study will be discussed in connection with design education, from kindergarten to professional studies in higher education, in the forthcoming research project, Design Literacy, the purpose of which is to develop theory to improve design education in both compulsory and academic design education. Consequently, to improve design education in general, a thorough focus on learning-by-watching in communities of practice would make for more reflective practitioners and more sustainable design practices in the long run.Keywords: Vernacular design, clothing design, design thinking, learning-by-watching, learning-bydoing.

  7. Autonomous Motion Learning for Intra-Vehicular Activity Space Robot

    Science.gov (United States)

    Watanabe, Yutaka; Yairi, Takehisa; Machida, Kazuo

    Space robots will be needed in the future space missions. So far, many types of space robots have been developed, but in particular, Intra-Vehicular Activity (IVA) space robots that support human activities should be developed to reduce human-risks in space. In this paper, we study the motion learning method of an IVA space robot with the multi-link mechanism. The advantage point is that this space robot moves using reaction force of the multi-link mechanism and contact forces from the wall as space walking of an astronaut, not to use a propulsion. The control approach is determined based on a reinforcement learning with the actor-critic algorithm. We demonstrate to clear effectiveness of this approach using a 5-link space robot model by simulation. First, we simulate that a space robot learn the motion control including contact phase in two dimensional case. Next, we simulate that a space robot learn the motion control changing base attitude in three dimensional case.

  8. Learning space preferences of higher education students

    NARCIS (Netherlands)

    Beckers, R.; van der Voordt, Theo; Dewulf, G

    2016-01-01

    This paper aims to address higher education students' learning space preferences. The study is based on a survey that involved 697 business management students of a Dutch University of Applied Sciences. The research focuses on preferred learning spaces for individual study activities, which

  9. Learning space preferences of higher education students

    NARCIS (Netherlands)

    Beckers, Ronald; van der Voordt, Theo; Dewulf, Geert P.M.R.

    2016-01-01

    This paper aims to address higher education students’ learning space preferences. The study is based on a survey that involved 697 business management students of a Dutch University of Applied Sciences. The research focuses on preferred learning spaces for individual study activities, which require

  10. Learners’ Perceptions of the Effectiveness of Spaced Learning Schedule in L2 Vocabulary Learning

    Directory of Open Access Journals (Sweden)

    Amir Reza Lotfolahi

    2016-05-01

    Full Text Available The spacing effect is a ubiquitous phenomenon, whereby memory is enhanced for the information that is learned across different points in time rather than being learned at once. A considerable amount of research has focused on the nature of the spacing effect, and there is general acceptance that spacing learning events out in time promotes learning. However, fewer studies have been conducted in educational settings. The aim of this study is to explore learners’ perceptions of different spacing schedules (massed vs. spaced. To achieve the purpose of the study, we taught 30 children 24 English–Farsi word pairs utilizing different spacing schedules. Later, we administered a questionnaire to explore leaarners’ perceptions of both massed and spaced schedules. The results revealed that the children percieved spaced practice to be more effective than massed practice.

  11. Entering the Interaction Age: Implementing a Future Vision for Campus Learning Spaces...Today

    Science.gov (United States)

    Milne, Andrew J.

    2007-01-01

    Learning space design for higher education has become a popular topic of discussion as institutions attempt to chart a course for the future of their campuses. Several authors in EDUCAUSE publications have forecast the future for such spaces, a future infused with new and sometimes exotic-sounding technologies. Indeed, some discussions in the…

  12. State-Space Inference and Learning with Gaussian Processes

    OpenAIRE

    Turner, R; Deisenroth, MP; Rasmussen, CE

    2010-01-01

    18.10.13 KB. Ok to add author version to spiral, authors hold copyright. State-space inference and learning with Gaussian processes (GPs) is an unsolved problem. We propose a new, general methodology for inference and learning in nonlinear state-space models that are described probabilistically by non-parametric GP models. We apply the expectation maximization algorithm to iterate between inference in the latent state-space and learning the parameters of the underlying GP dynamics model. C...

  13. Creating a Public Space through Service-Learning

    Science.gov (United States)

    Brigham, Erin

    2012-01-01

    In this paper, I suggest that community-based learning can act as a "public space" for the exchange of religious and non-religious identities. By providing a space for the collaboration between religiously-affiliated Universities and non-religiously affiliated community partners, community-based learning offers the opportunity for the negotiation…

  14. Borderland Spaces for Learning Partnership: Opportunities, Benefits and Challenges

    Science.gov (United States)

    Hill, Jennifer; Thomas, Greg; Diaz, Anita; Simm, David

    2016-01-01

    This paper uses case studies and secondary literature to critically examine how learning spaces inhabited by geographers might be used productively as borderland spaces for learning partnership. Borderland spaces are novel, challenging, permissive and liminal, destabilizing traditional power hierarchies. In these spaces, students gain confidence…

  15. Overcoming Learning Time And Space Constraints Through Technological Tool

    Directory of Open Access Journals (Sweden)

    Nafiseh Zarei

    2015-08-01

    Full Text Available Today the use of technological tools has become an evolution in language learning and language acquisition. Many instructors and lecturers believe that integrating Web-based learning tools into language courses allows pupils to become active learners during learning process. This study investigate how the Learning Management Blog (LMB overcomes the learning time and space constraints that contribute to students’ language learning and language acquisition processes. The participants were 30 ESL students at National University of Malaysia. A qualitative approach comprising an open-ended questionnaire and a semi-structured interview was used to collect data. The results of the study revealed that the students’ language learning and acquisition processes were enhanced. The students did not face any learning time and space limitations while being engaged in the learning process via the LMB. They learned and acquired knowledge using the language learning materials and forum at anytime and anywhere. Keywords: learning time, learning space, learning management blog

  16. Does Digitized Virtual Space Allow for Effective Learning in Creating Environments for Theatrical Productions?

    Science.gov (United States)

    Magruder, Lewis

    2016-01-01

    Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…

  17. Teachers’ Learning Design Practice for Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin Tweddell; Sørensen, Birgitte Holm

    2018-01-01

    that simultaneously scaffold students’ subject-related inquiry, agency, reflection and learning. Research studies have documented that this approach constitutes arenas that support students’ deep learning and mastery of both transdisciplinary and subject matter, along with their acquisition of digital literacy and 21......This paper contributes with elements of an emerging learning design methodology. The paper takes as its starting point the theory of Students as Learning Designers, which was developed by Sørensen and Levinsen and based on more than a decade of research-and-development projects in Danish primary...... schools (first to 10th grade). The research focussed on information and communication technology (ICT) within the Scandinavian tradition of Problem Oriented Project Pedagogy (POPP), Problem Based Learning (PBL) and students’ production. In recent years, the projects that provide the grounding...

  18. I-space: Designing for and with Citizens with Special Needs

    DEFF Research Database (Denmark)

    Helms, Niels Henrik; Tellerup, Susanne; Jensen Bryderup, Karin

    This paper presents I-Space. The purpose of this project is to improve the wellbeing and life quality of mentally impaired citizens through the development of new technologies, which could enhance learning and motivation. The project is used as reference to a discussion on structures within design...... and innovation processes for citizens with special needs....

  19. Educating Through Exploration: Emerging Evidence for Improved Learning Outcomes Using a New Theory of Digital Learning Design

    Science.gov (United States)

    Anbar, Ariel; Center for Education Through eXploration

    2018-01-01

    Advances in scientific visualization and public access to data have transformed science outreach and communication, but have yet to realize their potential impacts in the realm of education. Computer-based learning is a clear bridge between visualization and education that benefits students through adaptative personalization and enhanced access. Building this bridge requires close partnerships among scientists, technologists, and educators.The Infiniscope project fosters such partnerships to produce exploration-driven online learning experiences that teach basic science concepts using a combination of authentic space science narratives, data, and images, and a personalized guided inquiry approach. Infiniscope includes a web portal to host these digital learning experiences, as well as a teaching network of educators using and modifying these experiences. Infiniscope experiences are built around a new theory of digital learning design that we call “education through exploration” (ETX) developed during the creation of successful online, interactive science courses offered at ASU and other institutions. ETX builds on the research-based practices of active learning and guided inquiry to provide a set of design principles that aim to develop higher order thinking skills in addition to understanding of content. It is employed in these experiences by asking students to solve problems and actively discover relationships, supported by an intelligent tutoring system which provides immediate, personalized feedback and scaffolds scientific thinking and methods. The project is led by ASU’s School of Earth and Space Exploration working with learning designers in the Center for Education Through eXploration, with support from NASA’s Science Mission Directorate as part of the NASA Exploration Connection program.We will present an overview of ETX design, the Infinscope project, and emerging evidence of effectiveness.

  20. Designing Learning Resources in Synchronous Learning Environments

    DEFF Research Database (Denmark)

    Christiansen, Rene B

    2015-01-01

    Computer-mediated Communication (CMC) and synchronous learning environments offer new solutions for teachers and students that transcend the singular one-way transmission of content knowledge from teacher to student. CMC makes it possible not only to teach computer mediated but also to design...... and create new learning resources targeted to a specific group of learners. This paper addresses the possibilities of designing learning resources within synchronous learning environments. The empirical basis is a cross-country study involving students and teachers in primary schools in three Nordic...... Countries (Denmark, Sweden and Norway). On the basis of these empirical studies a set of design examples is drawn with the purpose of showing how the design fulfills the dual purpose of functioning as a remote, synchronous learning environment and - using the learning materials used and recordings...

  1. Creating Safe Spaces for Music Learning

    Science.gov (United States)

    Hendricks, Karin S.; Smith, Tawnya D.; Stanuch, Jennifer

    2014-01-01

    This article offers a practical model for fostering emotionally safe learning environments that instill in music students a positive sense of self-belief, freedom, and purpose. The authors examine the implications for music educators of creating effective learning environments and present recommendations for creating a safe space for learning,…

  2. Experimenting on how to create a sustainable gamified learning design that supports adult students when learning through designing learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2014-01-01

    digital learning games (small games) in cross‐disciplinary subject matters. The experiment has focused on creating a game‐based learning design that enables the students to implement the learning goals into their games, and on making the game design process motivating and engaging. Another focus......This paper presents and discusses the first iteration of a design‐based research experiment focusing on how to create an overall gamified learning design (big Game) facilitating the learning process for adult students by letting them be their own learning designers through designing their own...... of the study has been to create a sustainable learning design that supports the learning game design process and gives teachers the ability to evaluate whether the students have been successful in learning their subject matter through this learning game design process. The findings are that this initial...

  3. Distributed learning process: principles of design and implementation

    Directory of Open Access Journals (Sweden)

    G. N. Boychenko

    2016-01-01

    Full Text Available At the present stage, broad information and communication technologies (ICT usage in educational practices is one of the leading trends of global education system development. This trend has led to the instructional interaction models transformation. Scientists have developed the theory of distributed cognition (Salomon, G., Hutchins, E., and distributed education and training (Fiore, S. M., Salas, E., Oblinger, D. G., Barone, C. A., Hawkins, B. L.. Educational process is based on two separated in time and space sub-processes of learning and teaching which are aimed at the organization of fl exible interactions between learners, teachers and educational content located in different non-centralized places.The purpose of this design research is to fi nd a solution for the problem of formalizing distributed learning process design and realization that is signifi cant in instructional design. The solution to this problem should take into account specifi cs of distributed interactions between team members, which becomes collective subject of distributed cognition in distributed learning process. This makes it necessary to design roles and functions of the individual team members performing distributed educational activities. Personal educational objectives should be determined by decomposition of team objectives into functional roles of its members with considering personal and learning needs and interests of students.Theoretical and empirical methods used in the study: theoretical analysis of philosophical, psychological, and pedagogical literature on the issue, analysis of international standards in the e-learning domain; exploration on practical usage of distributed learning in academic and corporate sectors; generalization, abstraction, cognitive modelling, ontology engineering methods.Result of the research is methodology for design and implementation of distributed learning process based on the competency approach. Methodology proposed by

  4. Design and implementation of an inter-agency, multi-mission space flight operations network interface

    Science.gov (United States)

    Byrne, R.; Scharf, M.; Doan, D.; Liu, J.; Willems, A.

    2004-01-01

    An advanced network interface was designed and implemented by a team from the Jet Propulsion Lab with support from the European Space Operations Center. This poster shows the requirements for the interface, the design, the topology, the testing and lessons learned from the whole implementation.

  5. Learning Design Tools

    NARCIS (Netherlands)

    Griffiths, David; Blat, Josep; Garcia, Rocío; Vogten, Hubert; Kwong, KL

    2005-01-01

    Griffiths, D., Blat, J., Garcia, R., Vogten, H. & Kwong, KL. (2005). Learning Design Tools. In: Koper, R. & Tattersall, C., Learning Design: A Handbook on Modelling and Delivering Networked Education and Training (pp. 109-136). Berlin-Heidelberg: Springer Verlag.

  6. Design for learning - a case study of blended learning in a science unit.

    Science.gov (United States)

    Gleadow, Roslyn; Macfarlan, Barbara; Honeydew, Melissa

    2015-01-01

    Making material available through learning management systems is standard practice in most universities, but this is generally seen as an adjunct to the 'real' teaching, that takes place in face-to-face classes. Lecture attendance is poor, and it is becoming increasingly difficult to engage students, both in the material being taught and campus life. This paper describes the redevelopment of a large course in scientific practice and communication that is compulsory for all science students studying at our Melbourne and Malaysian campuses, or by distance education. Working with an educational designer, a blended learning methodology was developed, converting the environment provided by the learning management system into a teaching space, rather than a filing system. To ensure focus, topics are clustered into themes with a 'question of the week', a pre-class stimulus and follow up activities. The content of the course did not change, but by restructuring the delivery using educationally relevant design techniques, the content was contextualised resulting in an integrated learning experience. Students are more engaged intellectually, and lecture attendance has improved. The approach we describe here is a simple and effective approach to bringing this university's teaching and learning into the 21 (st) century.

  7. The Global Studio - Incorporating Peer-Learning into the Design Curriculum

    Directory of Open Access Journals (Sweden)

    Aysar Ghassan

    2015-07-01

    Full Text Available In ‘tutor-led’ design education, lecturers reside at the centre of teaching & learning activi­ties. We argue that tutor-led design education does not prepare graduates sufficiently for working in highly complex professional capacities. We outline an alternative learning envi­­ron­ment named the Global Studio in which lecturers are more ‘distant’ in pedagogical activities. This ‘distance’ opens up learning spaces which expose students to complex project situations in preparation for professional working life. Global Studio projects are ‘student-led’ and contain explicit opportunities for peer tutoring to ensue. Feedback indicates that learners benefitted from engaging in peer tutoring. However, many students struggled with making important decisions when operating outside of the tutor-led learning environment. To maximise their benefit, we argue that student-led projects featuring peer-tutoring should be scaffolded throughout design programmes to provide students with a sufficient level of expo­sure to this mode of learning. Image by artist Malcom Jones. http://www.malcomjones.com/index.htm

  8. Designing an Educator Toolkit for the Mobile Learning Age

    Science.gov (United States)

    Burden, Kevin; Kearney, Matthew

    2018-01-01

    Mobile technologies have been described as 'boundary' objects which enable teachers and learners to transcend many of the barriers such as rigid schedules and spaces which have hitherto characterised traditional forms of education. However, educators need to better understand how to design learning scenarios which genuinely exploit the unique…

  9. Lessons Learned from Ares I Upper Stage Structures and Thermal Design

    Science.gov (United States)

    Ahmed, Rafiq

    2012-01-01

    The Ares 1 Upper Stage was part of the vehicle intended to succeed the Space Shuttle as the United States manned spaceflight vehicle. Although the Upper Stage project was cancelled, there were many lessons learned that are applicable to future vehicle design. Lessons learned that are briefly detailed in this Technical Memorandum are for specific technical areas such as tank design, common bulkhead design, thrust oscillation, control of flight and slosh loads, purge and hazardous gas system. In addition, lessons learned from a systems engineering and vehicle integration perspective are also included, such as computer aided design and engineering, scheduling, and data management. The need for detailed systems engineering in the early stages of a project is emphasized throughout this report. The intent is that future projects will be able to apply these lessons learned to keep costs down, schedules brief, and deliver products that perform to the expectations of their customers.

  10. Service Oriented Robotic Architecture for Space Robotics: Design, Testing, and Lessons Learned

    Science.gov (United States)

    Fluckiger, Lorenzo Jean Marc E; Utz, Hans Heinrich

    2013-01-01

    This paper presents the lessons learned from six years of experiments with planetary rover prototypes running the Service Oriented Robotic Architecture (SORA) developed by the Intelligent Robotics Group (IRG) at the NASA Ames Research Center. SORA relies on proven software engineering methods and technologies applied to space robotics. Based on a Service Oriented Architecture and robust middleware, SORA encompasses on-board robot control and a full suite of software tools necessary for remotely operated exploration missions. SORA has been eld tested in numerous scenarios of robotic lunar and planetary exploration. The experiments conducted by IRG with SORA exercise a large set of the constraints encountered in space applications: remote robotic assets, ight relevant science instruments, distributed operations, high network latencies and unreliable or intermittent communication links. In this paper, we present the results of these eld tests in regard to the developed architecture, and discuss its bene ts and limitations.

  11. Space station interior design: Results of the NASA/AIA space station interior national design competition

    Science.gov (United States)

    Haines, R. F.

    1975-01-01

    The results of the NASA/AIA space station interior national design competition held during 1971 are presented in order to make available to those who work in the architectural, engineering, and interior design fields the results of this design activity in which the interiors of several space shuttle size modules were designed for optimal habitability. Each design entry also includes a final configuration of all modules into a complete space station. A brief history of the competition is presented with the competition guidelines and constraints. The first place award entry is presented in detail, and specific features from other selected designs are discussed. This is followed by a discussion of how some of these design features might be applied to terrestrial as well as space situations.

  12. "From Bricks to Clicks": Hybrid Commercial Spaces in the Landscape of Early Literacy and Learning

    Science.gov (United States)

    Nixon, Helen

    2011-01-01

    In their quest for resources to support children's early literacy learning and development, parents encounter and traverse different spaces in which discourses and artifacts are produced and circulated. This paper uses conceptual tools from the field of geosemiotics to examine some commercial spaces designed for parents and children that…

  13. Computer-based teaching module design: principles derived from learning theories.

    Science.gov (United States)

    Lau, K H Vincent

    2014-03-01

    The computer-based teaching module (CBTM), which has recently gained prominence in medical education, is a teaching format in which a multimedia program serves as a single source for knowledge acquisition rather than playing an adjunctive role as it does in computer-assisted learning (CAL). Despite empirical validation in the past decade, there is limited research into the optimisation of CBTM design. This review aims to summarise research in classic and modern multimedia-specific learning theories applied to computer learning, and to collapse the findings into a set of design principles to guide the development of CBTMs. Scopus was searched for: (i) studies of classic cognitivism, constructivism and behaviourism theories (search terms: 'cognitive theory' OR 'constructivism theory' OR 'behaviourism theory' AND 'e-learning' OR 'web-based learning') and their sub-theories applied to computer learning, and (ii) recent studies of modern learning theories applied to computer learning (search terms: 'learning theory' AND 'e-learning' OR 'web-based learning') for articles published between 1990 and 2012. The first search identified 29 studies, dominated in topic by the cognitive load, elaboration and scaffolding theories. The second search identified 139 studies, with diverse topics in connectivism, discovery and technical scaffolding. Based on their relative representation in the literature, the applications of these theories were collapsed into a list of CBTM design principles. Ten principles were identified and categorised into three levels of design: the global level (managing objectives, framing, minimising technical load); the rhetoric level (optimising modality, making modality explicit, scaffolding, elaboration, spaced repeating), and the detail level (managing text, managing devices). This review examined the literature in the application of learning theories to CAL to develop a set of principles that guide CBTM design. Further research will enable educators to

  14. Project Based Learning experiences in the space engineering education at Technical University of Madrid

    Science.gov (United States)

    Rodríguez, Jacobo; Laverón-Simavilla, Ana; del Cura, Juan M.; Ezquerro, José M.; Lapuerta, Victoria; Cordero-Gracia, Marta

    2015-10-01

    This work describes the innovation activities performed in the field of space education since the academic year 2009/10 at the Technical University of Madrid (UPM), in collaboration with the Spanish User Support and Operations Center (E-USOC), the center assigned by the European Space Agency (ESA) in Spain to support the operations of scientific experiments on board the International Space Station. These activities have been integrated within the last year of the UPM Aerospace Engineering degree. A laboratory has been created, where students have to validate and integrate the subsystems of a microsatellite using demonstrator satellites. In parallel, the students participate in a Project Based Learning (PBL) training process in which they work in groups to develop the conceptual design of a space mission. One student in each group takes the role of project manager, another one is responsible for the mission design and the rest are each responsible for the design of one of the satellite subsystems. A ground station has also been set up with the help of students developing their final thesis, which will allow future students to perform training sessions and learn how to communicate with satellites, how to receive telemetry and how to process the data. Several surveys have been conducted along two academic years to evaluate the impact of these techniques in engineering learning. The surveys evaluate the acquisition of specific and generic competences, as well as the students' degree of satisfaction with respect to the use of these learning methodologies. The results of the surveys and the perception of the lecturers show that PBL encourages students' motivation and improves their results. They not only acquire better technical training, but also improve their transversal skills. It is also pointed out that this methodology requires more dedication from lecturers than traditional methods.

  15. The study of selective property of college student’s learning space

    Science.gov (United States)

    Nagai, Mizuki; Matsumoto, Yuji; Naka, Ryusuke

    2018-05-01

    These days, college students study not only at places designed for learning such as libraries in colleges, but also cafes in downtown while the number of facilities for learning run by colleges is increasing. Then I have researched facilities in college and those in downtown to find selective properties of college students’ learning space. First, I found by questionnaire survey that students chose “3rd place” such as cafes and fast food shops, second to their houses and libraries in college. Next, I found “psychological factor” were also affected their choice. Furthermore, they studied different subjects at different places. In experiments, I researched how effectively they studied each subject at every place. The results show that I find that places you like and places where learning efficiency is good are different. They learned the least effective at “3d place” regardless of what they learned. The result of how long they kept high-level intellectual activity at each place shows that they could work on the study with more motivation at their favorite place and 3rd place. On the other hand, at the 2nd place, they could study rather effectively, but could not keep concentration and motivation for a long time. In this way, college students have 2 patterns of choosing learning space.

  16. Consider the category: The effect of spacing depends on individual learning histories.

    Science.gov (United States)

    Slone, Lauren K; Sandhofer, Catherine M

    2017-07-01

    The spacing effect refers to increased retention following learning instances that are spaced out in time compared with massed together in time. By one account, the advantages of spaced learning should be independent of task particulars and previous learning experiences given that spacing effects have been demonstrated in a variety of tasks across the lifespan. However, by another account, spaced learning should be affected by previous learning because past learning affects the memory and attention processes that form the crux of the spacing effect. The current study investigated whether individuals' learning histories affect the role of spacing in category learning. We examined the effect of spacing on 24 2- to 3.5-year-old children's learning of categories organized by properties to which children's previous learning experiences have biased them to attend (i.e., shape) and properties to which children are less biased to attend (i.e., texture and color). Spaced presentations led to significantly better learning of shape categories, but not of texture or color categories, compared with massed presentations. In addition, generalized estimating equations analyses revealed positive relations between the size of children's "shape-side" productive vocabularies and their shape category learning and between the size of children's "against-the-system" productive vocabularies and their texture category learning. These results suggest that children's attention to and memory for novel object categories are strongly related to their individual word-learning histories. Moreover, children's learned attentional biases affected the types of categories for which spacing facilitated learning. These findings highlight the importance of considering how learners' previous experiences may influence future learning. Copyright © 2017 Elsevier Inc. All rights reserved.

  17. Formal Learning Sequences and Progression in the Studio: A Framework for Digital Design Education

    Directory of Open Access Journals (Sweden)

    Pontus Wärnestål

    2016-02-01

    Full Text Available This paper examines how to leverage the design studio learning environment throughout long-term Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the digital space. We present a framework derived from literature on design, creativity, and theories on learning that: (a implements a theory of formal learning sequences as a user-centered design process in the studio; and (b describes design challenge progressions in the design studio environment modeled in seven dimensions. The framework can be used as a tool for designing, evaluating, and communicating course progressions within – and between series of – design studio courses. This approach is evaluated by implementing a formal learning sequence framework in a series of design studio courses that progress in an undergraduate design-oriented Informatics program. Reflections from students, teachers, and external clients indicate high student motivation and learning goal achievement, high teacher satisfaction and skill development, and high satisfaction among external clients.

  18. Space Station galley design

    Science.gov (United States)

    Trabanino, Rudy; Murphy, George L.; Yakut, M. M.

    1986-01-01

    An Advanced Food Hardware System galley for the initial operating capability (IOC) Space Station is discussed. Space Station will employ food hardware items that have never been flown in space, such as a dishwasher, microwave oven, blender/mixer, bulk food and beverage dispensers, automated food inventory management, a trash compactor, and an advanced technology refrigerator/freezer. These new technologies and designs are described and the trades, design, development, and testing associated with each are summarized.

  19. Active Learning Methods and Technology: Strategies for Design Education

    Science.gov (United States)

    Coorey, Jillian

    2016-01-01

    The demands in higher education are on the rise. Charged with teaching more content, increased class sizes and engaging students, educators face numerous challenges. In design education, educators are often torn between the teaching of technology and the teaching of theory. Learning the formal concepts of hierarchy, contrast and space provide the…

  20. The Design Space

    DEFF Research Database (Denmark)

    Heape, Chris

    was to also understand what was meaningful to the students in their process of designing, a hermeneutic phenomenological research perspective was also adopted throughout this study, where human actions and language are considered as expressions of meaning in the context within which they occur. From......, the one effecting the other. As much as the processes of construction, exploration and expansion of a Design Space can be described in general terms as social and as design activities, it also emerged that there are a number of interrelated processes, sensibilities and skills in constant transaction...... the shifting flow of adjustments and perspectives necessary to relate to the ongoing contingency of a design task. From these interweavings a design proposal is gradually pulled to the fore as an emergent composition, a figure of parts that is directly related to the structure and ground of a Design Space...

  1. Learning by watching Vernacular Iñupiaq-Inuit design learning as inspiration for design education

    OpenAIRE

    Janne Beate Reitan

    2014-01-01

    In this article, I explore a single case of vernacular clothing design — the practice and learning of design for contemporary Iñupiaq-Inuit clothing made by women from Kaktovik in Northern Alaska — and I hope to contribute to a better understanding of design practice and learning in general. Design research has many unexplored areas, and one of these omissions is vernacular design, or folk design. In my opinion, professional and academic design may well have something to learn from vernacular...

  2. Reinforcement Learning in Continuous Action Spaces

    NARCIS (Netherlands)

    Hasselt, H. van; Wiering, M.A.

    2007-01-01

    Quite some research has been done on Reinforcement Learning in continuous environments, but the research on problems where the actions can also be chosen from a continuous space is much more limited. We present a new class of algorithms named Continuous Actor Critic Learning Automaton (CACLA)

  3. Developing an e-pedagogy for interprofessional learning: Lecturers' thinking on curriculum design.

    Science.gov (United States)

    Gordon, Frances; Booth, Karen; Bywater, Helen

    2010-09-01

    E-learning is seen as offering possible solutions to the barriers of large scale interprofessional education. This paper discusses a study that explored the underlying pedagogical thinking employed by lecturers when planning e-learning materials for interprofessional education. The themes uncovered in the data were: "reflective spaces for creativity"; "from logistics to learner autonomy"; "authentic"; "constructivist approaches"; "inter-active learning to promote collaboration" and "bringing the patient/service user into the classroom". Discussions about e-learning can focus on the technological aspects of design and delivery. However the findings of this study revealed that technology was not a consideration for the lecturers who saw e-learning as a vehicle to promote interactive learning. Their prime focus was revealed as the application of learning theory to the design of materials that would support students' acquisition of collaborative skills and the generation of new interprofessional knowledge.

  4. Spaced learning and innovative teaching: school time, pedagogy of attention and learning awareness

    Directory of Open Access Journals (Sweden)

    Garzia Maeca

    2016-06-01

    Full Text Available Currently, the ‘time’ variable has taken on the function of instructional and pedagogical innovation catalyst, after representing-over the years-a symbol of democratisation, learning opportunity and instruction quality, able to incorporate themes such as school dropout, personalisation and vocation into learning. Spaced Learning is a teaching methodology useful to quickly seize information in long-term memory based on a particular arrangement of the lesson time that comprises three input sessions and two intervals. Herein we refer to a teachers’ training initiative on Spaced Learning within the programme ‘DocentiInFormAzione’ in the EDOC@WORK3.0 Project in Apulia region in 2015. The training experience aimed at increasing teachers’ competencies in the Spaced Learning method implemented in a context of collaborative reflection and reciprocal enrichment. The intent of the article is to show how a process of rooting of the same culture of innovation, which opens to the discovery (or rediscovery of effective teaching practices sustained by scientific evidences, can be successfully implemented and to understand how or whether this innovation- based on the particular organisation of instructional time-links learning awareness to learning outcomes.

  5. Learning to Design Together: Introducing Conditional Design as a Method for Co-design Activities

    DEFF Research Database (Denmark)

    Akoglu, Canan

    2017-01-01

    In today’s world, designing include participation of users and stakeholders at different levels varying from minimum participation to co-creating with these actors. In such a context, it becomes crucial to include related educational modules to be able to prepare design students for their future...... as the empirical study of this paper. The participants of the workshops were students from Communication Design and Industrial Design undergraduate programs with different seniorities in the same faculty. In terms of its content and operative flow, all the workshops were organized in a way that would enable equal...... contribution from each student and an active learning space was provided to the students. Based on the feedbacks, it is possible to foresee that the workshops were positive experiences especially in terms of understanding the importance of collective creativity and beyond the educational purposes...

  6. Learning physical space

    DEFF Research Database (Denmark)

    Hasse, Cathrine

    2002-01-01

    The article argues that cultural learning is a useful concept in analysing how neophytes learn from reactions and other forms of social designation. Through the newcomers learning process a concrete physical place takes on new cultural meaning. The specific example deals with first year students...... who have to learn that certain physical places, acts and objects are imbued with a cultural significance as the act of sitting on a chair or wearing a short dress takes on a new symbolic meaning in a cultural context where inclusion and exclusion are a constant concern. By following and analysing what...... is involved in the process of becoming ? in this case the becoming of physicist students ? the moral cultural logic behind in- and exclusion from physical places are established....

  7. Creating a Space for Creativity

    DEFF Research Database (Denmark)

    Bøjer, Bodil

    2017-01-01

    and creativity. But the relational dependence between the physical space, pedagogics and organisation is widely overlooked when designing these new learning environments as a new spatial design in itself is expected to change the way we teach and learn. Simply changing the space is not enough (Imms & Byers, 2017......) and the intentions of the space can only be fully realised if the inhabitants of the schools completely understand and support the pedagogical principles informing the provision of these spaces (Burke, 2016). This is why three things should be aligned in order for an ILE to work intendedly: creative teaching (the...... teacher), space (the designer) and organisation (management). With my research, I would like to contribute to the understanding of the relationship between the physical learning environment and creative learning processes and the potential of the space as a tool to stimulate creativity. In my poster...

  8. Connecting Learning Spaces Using Mobile Technology

    Science.gov (United States)

    Chen, Wenli; Seow, Peter; So, Hyo-Jeong; Toh, Yancy; Looi, Chee-Kit

    2010-01-01

    The use of mobile technology can help extend children's learning spaces and enrich the learning experiences in their everyday lives where they move from one context to another, switching locations, social groups, technologies, and topics. When students have ubiquitous access to mobile devices with full connectivity, the in-situ use of the mobile…

  9. New designing of E-Learning systems with using network learning

    OpenAIRE

    Malayeri, Amin Daneshmand; Abdollahi, Jalal

    2010-01-01

    One of the most applied learning in virtual spaces is using E-Learning systems. Some E-Learning methodologies has been introduced, but the main subject is the most positive feedback from E-Learning systems. In this paper, we introduce a new methodology of E-Learning systems entitle "Network Learning" with review of another aspects of E-Learning systems. Also, we present benefits and advantages of using these systems in educating and fast learning programs. Network Learning can be programmable...

  10. Designing Learning for Co-Creation

    DEFF Research Database (Denmark)

    Gnaur, Dorina; Larsen-Nielsen, Marie

    2017-01-01

    Designing learning for co-creation - conceptual and practical considerations, Dorina Gnaur and Inger Marie Larsen-Nielsen explore the practical educational point of view. The question they are posing themselves is: how can higher and further education (HE) educate for co-creation, that is, provide...... educational frameworks that respond to the societal demand for co-creation, particularly within the public welfare sector? First, they focus on which organisational and individual requirements an HE learning design should take into account in order to support the diffusion of co-creation competences....... Then they argue for the need to integrate these considerations in the learning design and demonstrate a practical application in the form of a didactical design. They call this a hybrid learning design, in that it takes advantage of technological developments to mediate co-creative learning in multiple learning...

  11. The Space House TM : Space Technologies in Architectural Design

    Science.gov (United States)

    Gampe, F.; Raitt, D.

    2002-01-01

    The word "space" has always been associated with and had a profound impact upon architectural design. Until relatively recently, however, the term has been used in a different sense to that understood by the aerospace community - for them, space was less abstract, more concrete and used in the context of space flight and space exploration, rather than, say, an empty area or space requiring to be filled by furniture. However, the two senses of the word space have now converged to some extent. Interior designers and architects have been involved in designing the interior of Skylab, the structure of the International Space Station, and futuristic space hotels. Today, architects are designing, and builders are building, houses, offices and other structures which incorporate a plethora of new technologies, materials and production processes in an effort not only to introduce innovative and adventurous ideas but also in an attempt to address environmental and social issues. Foremost among these new technologies and materials being considered today are those that have been developed for and by the space industry. This paper examines some of these space technologies, such as energy efficient solar cells, durable plastics, air and water filtration techniques, which have been adapted to both provide power while reducing energy consumption, conserve resources and so on. Several of these technologies have now been employed by the European Space Agency to develop a Space House TM - the first of its kind, which will be deployed not so much on planets like Mars, but rather here on Earth. The Space House TM, which exhibits many innovative features such as high strength light-weight carbon composites, active noise-damped, (glass and plastic) windows, low-cost solar arrays and latent heat storage, air and water purification systems will be described.

  12. The Hybrid Studio--Introducing Google+ as a Blended Learning Platform for Architectural Design Studio Teaching

    Science.gov (United States)

    Steinø, Nicolai; Khalid, Md. Saufuddin

    2017-01-01

    Much architecture and design teaching is based on the studio format, where the co-presence in time and space of students, instructors and physical learning artefacts form a triangle from which the learning emerges. Yet with the advent of online communication platforms and learning management systems (LMS), there is reason to study how these…

  13. Interaction Design for Public Spaces

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne

    2008-01-01

    In this abstract I describe the doctorial research project "Interaction Design for Public Spaces". The objective of the project is to explore and design interaction contexts in culture related public spaces such as museums, experience centres and festivals. As a perspective on this domain, I...... will focus on the usage of the body as an interaction device. Furthermore, the project will involve a dramaturgic take on communication and design of interactive systems in the pursuit of new ways to stage the interactive contexts. The outcome of the project will be guidelines and conceptual frameworks which...... will help interaction designers when designing for bodily movement, and communicating and staging interactive content in public spaces....

  14. Using IMS Learning Design to model collaborative learning activities

    NARCIS (Netherlands)

    Tattersall, Colin

    2006-01-01

    IMS Learning Design provides a counter to the trend towards designing for lone-learners reading from screens. It guides staff and educational developers to start not with content, but with learning activities and the achievement of learning objectives. It recognises that learning can happen without

  15. Structural Design of Glass and Ceramic Components for Space System Safety

    Science.gov (United States)

    Bernstein, Karen S.

    2007-01-01

    Manned space flight programs will always have windows as part of the structural shell of the crew compartment. Astronauts and cosmonauts need to and enjoy looking out of the spacecraft windows at Earth, at approaching vehicles, at scientific objectives and at the stars. With few exceptions spacecraft windows have been made of glass, and the lessons learned over forty years of manned space flight have resulted in a well-defined approach for using this brittle, unforgiving material in NASA's vehicles, in windows and other structural applications. This chapter will outline the best practices that have developed at NASA for designing, verifying and accepting glass (and ceramic) windows and other components for safe and reliable use in any space system.

  16. The Online Classroom: A Thorough Depiction of Distance Learning Spaces

    Science.gov (United States)

    McKenna, Kelly

    2018-01-01

    This study investigated the online higher education learning space of a doctoral program offered at a distance. It explored the learning space, the stakeholders, utilization, and creators of the space. Developing a successful online classroom experience that incorporates an engaging environment and dynamic community setting conducive to learning…

  17. Design for learning – a case study of blended learning in a science unit

    Science.gov (United States)

    Gleadow, Roslyn; Macfarlan, Barbara; Honeydew, Melissa

    2015-01-01

    Making material available through learning management systems is standard practice in most universities, but this is generally seen as an adjunct to the ‘real’ teaching, that takes place in face-to-face classes. Lecture attendance is poor, and it is becoming increasingly difficult to engage students, both in the material being taught and campus life. This paper describes the redevelopment of a large course in scientific practice and communication that is compulsory for all science students studying at our Melbourne and Malaysian campuses, or by distance education. Working with an educational designer, a blended learning methodology was developed, converting the environment provided by the learning management system into a teaching space, rather than a filing system. To ensure focus, topics are clustered into themes with a ‘question of the week’, a pre-class stimulus and follow up activities. The content of the course did not change, but by restructuring the delivery using educationally relevant design techniques, the content was contextualised resulting in an integrated learning experience. Students are more engaged intellectually, and lecture attendance has improved. The approach we describe here is a simple and effective approach to bringing this university’s teaching and learning into the 21 st century. PMID:26594348

  18. Affinity Spaces and 21st Century Learning

    Science.gov (United States)

    Gee, James Paul

    2017-01-01

    This article discusses video games as "attractors" to "affinity spaces." It argues that affinity spaces are key sites today where people teach and learn 21st Century skills. While affinity spaces are proliferating on the Internet as interest-and-passion-driven sites devoted to a common set of endeavors, they are not new, just…

  19. Study on Space Audit Assessment Criteria for Public Higher Education Institution in Malaysia: Space Capacity Assessment

    Directory of Open Access Journals (Sweden)

    Wan Hamdan Wan Samsul Zamani

    2016-01-01

    Full Text Available The aim of this study is to measure the capacity rate of learning space based on the as-built drawing provided by the institutions or if the as-built drawing is missing, the researcher have to prepare measured drawing as per actual on site. The learning space Capacity Index is developed by analyzing the space design in as-built drawing or measured drawing and the list of learning spaces available at the institution. The Capacity Index is classified according to the level of Usable Floor Area (UFA and Occupancy Load (OL according to learning space design capacity. The classification of Capacity Index is demonstrated through linguistic value and the color-coded key. From the said index, the institution can easily identify whether the existing learning space is currently best used or vice versa and standard space planning compliance in Malaysia Public Higher Education Institutions. The data will assist the management to clarify whether to maximize the use of existing space or to request for new learning space.

  20. Lessons Learned from the Node 1 Temperature and Humidity Control Subsystem Design

    Science.gov (United States)

    Williams, David E.

    2010-01-01

    Node 1 flew to the International Space Station (ISS) on Flight 2A during December 1998. To date the National Aeronautics and Space Administration (NASA) has learned a lot of lessons from this module based on its history of approximately two years of acceptance testing on the ground and currently its twelve years on-orbit. This paper will provide an overview of the ISS Environmental Control and Life Support (ECLS) design of the Node 1 Temperature and Humidity Control (THC) subsystem and it will document some of the lessons that have been learned to date for this subsystem and it will document some of the lessons that have been learned to date for these subsystems based on problems prelaunch, problems encountered on-orbit, and operational problems/concerns. It is hoped that documenting these lessons learned from ISS will help in preventing them in future Programs. 1

  1. VirtualSpace: A vision of a machine-learned virtual space environment

    Science.gov (United States)

    Bortnik, J.; Sarno-Smith, L. K.; Chu, X.; Li, W.; Ma, Q.; Angelopoulos, V.; Thorne, R. M.

    2017-12-01

    Space borne instrumentation tends to come and go. A typical instrument will go through a phase of design and construction, be deployed on a spacecraft for several years while it collects data, and then be decommissioned and fade into obscurity. The data collected from that instrument will typically receive much attention while it is being collected, perhaps in the form of event studies, conjunctions with other instruments, or a few statistical surveys, but once the instrument or spacecraft is decommissioned, the data will be archived and receive progressively less attention with every passing year. This is the fate of all historical data, and will be the fate of data being collected by instruments even at the present time. But what if those instruments could come alive, and all be simultaneously present at any and every point in time and space? Imagine the scientific insights, and societal gains that could be achieved with a grand (virtual) heliophysical observatory that consists of every current and historical mission ever deployed? We propose that this is not just fantasy but is imminently doable with the data currently available, with the present computational resources, and with currently available algorithms. This project revitalizes existing data resources and lays the groundwork for incorporating data from every future mission to expand the scope and refine the resolution of the virtual observatory. We call this project VirtualSpace: a machine-learned virtual space environment.

  2. Manifold learning to interpret JET high-dimensional operational space

    International Nuclear Information System (INIS)

    Cannas, B; Fanni, A; Pau, A; Sias, G; Murari, A

    2013-01-01

    In this paper, the problem of visualization and exploration of JET high-dimensional operational space is considered. The data come from plasma discharges selected from JET campaigns from C15 (year 2005) up to C27 (year 2009). The aim is to learn the possible manifold structure embedded in the data and to create some representations of the plasma parameters on low-dimensional maps, which are understandable and which preserve the essential properties owned by the original data. A crucial issue for the design of such mappings is the quality of the dataset. This paper reports the details of the criteria used to properly select suitable signals downloaded from JET databases in order to obtain a dataset of reliable observations. Moreover, a statistical analysis is performed to recognize the presence of outliers. Finally data reduction, based on clustering methods, is performed to select a limited and representative number of samples for the operational space mapping. The high-dimensional operational space of JET is mapped using a widely used manifold learning method, the self-organizing maps. The results are compared with other data visualization methods. The obtained maps can be used to identify characteristic regions of the plasma scenario, allowing to discriminate between regions with high risk of disruption and those with low risk of disruption. (paper)

  3. Space reactor safety, 1985--1995 lessons learned

    International Nuclear Information System (INIS)

    Marshall, A.C.

    1995-01-01

    Space reactor safety activities and decisions have evolved over the last decade. Important safety decisions have been made in the SP-100, Space Exploration Initiative, NEPSTP, SNTP, and Bimodal Space Reactor programs. In addition, international guidance on space reactor safety has been instituted. Space reactor safety decisions and practices have developed in the areas of inadvertent criticality, reentry, radiological release, orbital operation, programmatic, and policy. In general, the lessons learned point out the importance of carefully reviewing previous safety practices for appropriateness to space nuclear programs in general and to the specific mission under consideration

  4. Space reactor safety, 1985--1995 lessons learned

    Energy Technology Data Exchange (ETDEWEB)

    Marshall, A.C.

    1995-12-31

    Space reactor safety activities and decisions have evolved over the last decade. Important safety decisions have been made in the SP-100, Space Exploration Initiative, NEPSTP, SNTP, and Bimodal Space Reactor programs. In addition, international guidance on space reactor safety has been instituted. Space reactor safety decisions and practices have developed in the areas of inadvertent criticality, reentry, radiological release, orbital operation, programmatic, and policy. In general, the lessons learned point out the importance of carefully reviewing previous safety practices for appropriateness to space nuclear programs in general and to the specific mission under consideration.

  5. Designing the robot inclusive space challenge

    Directory of Open Access Journals (Sweden)

    Rajesh Elara Mohan

    2015-11-01

    Full Text Available A novel robotic challenge, namely the robot inclusive spaces (RIS challenge, is proposed in this paper, which is a cross disciplinary and design focused initiative. It aims to foster the roboticists, architects, and designers towards realizing robot friendly social spaces. Contrary to conventional robotics competitions focusing on designing robots and its component technologies, robot inclusive spaces challenge adopts an interdisciplinary “design for robots” strategy to overcome the traditional research problem in real world deployments of social robots. In order to realize the RIS, various architectural elements must be adapted including: design principles for inclusive spaces, lighting schemes, furniture choices and arrangement, wall and floor surfaces, pathways among others. This paper introduces the format and design principles of RIS challenge, presents a first run of the challenge, and gives the corresponding analysis.

  6. Design space pruning through hybrid analysis in system-level design space exploration

    NARCIS (Netherlands)

    Piscitelli, R.; Pimentel, A.D.

    2012-01-01

    System-level design space exploration (DSE), which is performed early in the design process, is of eminent importance to the design of complex multi-processor embedded system archi- tectures. During system-level DSE, system parameters like, e.g., the number and type of processors, the type and size

  7. Students as Learning Designers

    DEFF Research Database (Denmark)

    Levinsen, Karin; Sørensen, Birgitte Holm

    2013-01-01

    This paper focuses on students in the youngest classes at primary school as learning designers of ICT-integrated productions. It is based on the project Netbook 1:1 (2009-2012) funded by the municipality of Gentofte and Microsoft Denmark. The paper presents a model for designing ICT-integrated st......This paper focuses on students in the youngest classes at primary school as learning designers of ICT-integrated productions. It is based on the project Netbook 1:1 (2009-2012) funded by the municipality of Gentofte and Microsoft Denmark. The paper presents a model for designing ICT......-integrated student productions which was developed during the project in relation to different subjects. Ownership, iteration and feedforward are the central concepts in this model. Two exemplary cases are presented illustrating the students’ and teachers’ roles as learning designers in relation to the model...

  8. A Learning Activity Design Framework for Supporting Mobile Learning

    Directory of Open Access Journals (Sweden)

    Jalal Nouri

    2016-01-01

    Full Text Available This article introduces the Learning Activity Design (LEAD framework for the development and implementation of mobile learning activities in primary schools. The LEAD framework draws on methodological perspectives suggested by design-based research and interaction design in the specific field of technology-enhanced learning (TEL. The LEAD framework is grounded in four design projects conducted over a period of six years. It contributes a new understanding of the intricacies and multifaceted aspects of the design-process characterizing the development and implementation of mobile devices (i.e. smart phones and tablets in curricular activities conducted in Swedish primary schools. This framework is intended to provide both designers and researchers with methodological tools that take account of the pedagogical foundations of technologically-based educational interventions, usability issues related to the interaction with the mobile application developed, multiple data streams generated during the design project, multiple stakeholders involved in the design process and sustainability aspects of the mobile learning activities implemented in the school classroom.

  9. Researching transformative learning spaces through learners' stories

    DEFF Research Database (Denmark)

    Maslo, Elina

    spaces, learning to learn through languages, learners´ stories, qualitative research method Methodology or Methods/Research Instruments or Sources Used A number of semi structured qualitative interviews have been conducted with three learners of Danish as second language. The language learners...... in the paper is on the research process and methodological tools. The goal of this paper is to show, that learners´ stories have a huge potential in researching learning processes. References Benson, P. & D. Nunan (2004). Lerners´ stories. Difference and Diversity in Language Learning. Cambridge University...... to use learners´ stories as a research methodology in the field of learning in general and language learning in particular....

  10. Worship space acoustics 3 decades of design

    CERN Document Server

    Ryherd, Erica; Ronsse, Lauren

    2016-01-01

    This book takes the reader on a wide-ranging tour through churches, synagogues, mosques, and other worship spaces designed during the past 30 years. The book begins with a series of essays on topics ranging from the soundscape of worship spaces to ecclesiastical design at the turn of the 21st Century. Perspective pieces from an architect, audio designer, music director, and worship space owner are also included. The core of the book presents the acoustical and architectural design of a wide variety of individual worship space venues. Acoustical consulting firms, architects, and worship space designers from across the world contributed their recent innovative works in the area of worship space acoustics. The contributions include detailed renderings and architectural drawings, as well as informative acoustic data graphs and evocative descriptions of the spaces. Filled with beautiful photography and fascinating modern design, this book is a must-read for anyone interested in religious architecture, acoustical d...

  11. Boundary Interaction: Towards Developing a Mobile Technology-Enabled Science Curriculum to Integrate Learning in the Informal Spaces

    Science.gov (United States)

    Sun, Daner; Looi, Chee-Kit

    2018-01-01

    This paper explores the crossover between formal learning and learning in informal spaces supported by mobile technology, and proposes design principles for educators to carry out a science curriculum, namely Boundary Activity-based Science Curriculum (BAbSC). The conceptualization of the boundary object, and the principles of boundary activity as…

  12. Requirements for Space Settlement Design

    Science.gov (United States)

    Gale, Anita E.; Edwards, Richard P.

    2004-02-01

    When large space settlements are finally built, inevitably the customers who pay for them will start the process by specifying requirements with a Request for Proposal (RFP). Although we are decades away from seeing the first of these documents, some of their contents can be anticipated now, and provide insight into the variety of elements that must be researched and developed before space settlements can happen. Space Settlement Design Competitions for High School students present design challenges in the form of RFPs, which predict basic requirements for space settlement attributes in the future, including structural features, infrastructure, living conveniences, computers, business areas, and safety. These requirements are generically summarized, and unique requirements are noted for specific space settlement locations and applications.

  13. An Argument for Design Space Reflection

    DEFF Research Database (Denmark)

    Dove, Graham; Halskov, Kim; Hansen, Nicolai Brodersen

    2016-01-01

    We argue that documenting, revisiting and reflecting on the design space of a project provides three important benefits. First it increases our awareness of the constraints introduced by particular design choices. Second, this qualifies our understanding of the way a design space has been filtered...... by design activities. Third we are prompted to challenge these constraints and reconsider disregarded opportunities. To support this argument, we revisit key activities from two projects in our interaction design lab’s portfolio, selected because of the detailed documentation available. We also introduce...... SnapShot, the web-based tool we are developing for this method of design space reflection. Based on these examples, we present a critical discussion and outline areas of future research....

  14. Learning spaces as representational scaffolds for learning conceptual knowledge of system behaviour

    NARCIS (Netherlands)

    Bredeweg, B.; Liem, J.; Beek, W.; Salles, P.; Linnebank, F.; Wolpers, M.; Kirschner, P.A.; Scheffel, M.; Lindstaedt, S.; Dimitrova, V.

    2010-01-01

    Scaffolding is a well-known approach to bridge the gap between novice and expert capabilities in a discovery-oriented learning environment. This paper discusses a set of knowledge representations referred to as Learning Spaces (LSs) that can be used to support learners in acquiring conceptual

  15. An urban informatics approach to smart city learning in architecture and urban design education

    Directory of Open Access Journals (Sweden)

    Mirko Guaralda

    2013-08-01

    Full Text Available This study aims to redefine spaces of learning to places of learning through the direct engagement of local communities as a way to examine and learn from real world issues in the city. This paper exemplifies Smart City Learning, where the key goal is to promote the generation and exchange of urban design ideas for the future development of South Bank, in Brisbane, Australia, informing the creation of new design policies responding to the needs of local citizens. Specific to this project was the implementation of urban informatics techniques and approaches to promote innovative engagement strategies. Architecture and Urban Design students were encouraged to review and appropriate real-time, ubiquitous technology, social media, and mobile devices that were used by urban residents to augment and mediate the physical and digital layers of urban infrastructures. Our study’s experience found that urban informatics provide an innovative opportunity to enrich students’ place of learning within the city.

  16. Designing Creative Learning Environments

    Directory of Open Access Journals (Sweden)

    Thomas Cochrane

    2015-05-01

    Full Text Available Designing creative learning environments involves not only facilitating student creativity, but also modeling creative pedagogical practice. In this paper we explore the implementation of a framework for designing creative learning environments using mobile social media as a catalyst for redefining both lecturer pedagogical practice, as well as redesigning the curriculum around student generated m-portfolios.

  17. Learning design guided learning analytics in MOOCs

    NARCIS (Netherlands)

    Brouns, Francis; Firssova, Olga

    2016-01-01

    Poster presentation for our paper Brouns, F., & Firssova, O. (2016, October).The role of learning design and learning analytics in MOOCs. Paper presented at 9th EDEN Research Workshop, Oldenburg, Germany.

  18. Creating a Space for Creativity

    DEFF Research Database (Denmark)

    Bøjer, Bodil

    2017-01-01

    Space shapes us but is also shaped by the way we interact with and act within the space. In recent years many schools are being built or rebuilt based on student-centred learning with smaller classrooms and large innovative learning environments (ILEs), expected to foster collaboration and creati......Space shapes us but is also shaped by the way we interact with and act within the space. In recent years many schools are being built or rebuilt based on student-centred learning with smaller classrooms and large innovative learning environments (ILEs), expected to foster collaboration...... teacher), space (the designer) and organisation (management). With my research, I would like to contribute to the understanding of the relationship between the physical learning environment and creative learning processes and the potential of the space as a tool to stimulate creativity. In my poster...... presentation at ‘Educational Architecture’ I will present a case study from my PhD-project where I developed a new ILE at a Danish municipal school in collaboration with the design agency Rune Fjord Studio. A starting point for the project was to examine if and how involving teachers and management...

  19. Space Station Engineering Design Issues

    Science.gov (United States)

    Mcruer, Duane T.; Boehm, Barry W.; Debra, Daniel B.; Green, C. Cordell; Henry, Richard C.; Maycock, Paul D.; Mcelroy, John H.; Pierce, Chester M.; Stafford, Thomas P.; Young, Laurence R.

    1989-01-01

    Space Station Freedom topics addressed include: general design issues; issues related to utilization and operations; issues related to systems requirements and design; and management issues relevant to design.

  20. Effect of urban noise to the acoustical performance of the secondary school’s learning spaces - A case study in Batu Pahat.

    Science.gov (United States)

    Tong, Y. G.; Abu Bakar, H.; Mohd. Sari, K. A.; Ewon, U.; Labeni, M. N.; Fauzan, N. F. A.

    2017-11-01

    Classrooms and laboratories are important spaces that use for teaching and learning process in the school. Therefore, good acoustical performances of these spaces are essential to ensure the speech or message from the teacher can be delivered to the students effectively and clearly. The aims of this study is to determine the acoustical performance of the teaching and learning spaces in public school that situated near to the traffic roads. The acoustical performance of the classrooms and laboratories at Sekolah Menengah Kebangsaan Convent Batu Pahat was evaluated in this study. The reverberation time and ambient noise of these learning spaces which are the main parameters for classroom design criteria were evaluated. Field measurements were carried out inside six classrooms and four laboratories unoccupied furnished according to the international standards. The acoustical performances of the tested learning spaces were poor where the noise criteria and reverberation times inside the measured classrooms and laboratories were higher than recommended values.

  1. Problem and Project Based Learning in Hybrid Spaces

    DEFF Research Database (Denmark)

    Ryberg, Thomas; Davidsen, Jacob; Hodgson, Vivien

    2016-01-01

    There is a need within networked learning to understand and conceptualise the interplay between digital and physical spaces or what we could term hybrid spaces. Therefore, we discuss a recent study of students from two different programmes who are engaged in long-term, group-based problem...... and project based learning. Based on interviews, workshops and observations of students’ actual group practices in open, shared and flexible spaces in Aalborg University (AAU), we identify and discuss how students incorporate networked and digital technologies into their group work and into the study places...... they create for themselves. We describe how in one of the programmes ‘nomadic’ groups of students used different technologies and spaces for ‘placemaking’. We then show how their experience and approach to collaborative work differs to that of the more static or ‘artisan’ groups of students in the other...

  2. Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2015-01-01

    This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game-based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  3. Self-supervised learning as an enabling technology for future space exploration robots: ISS experiments on monocular distance learning

    Science.gov (United States)

    van Hecke, Kevin; de Croon, Guido C. H. E.; Hennes, Daniel; Setterfield, Timothy P.; Saenz-Otero, Alvar; Izzo, Dario

    2017-11-01

    Although machine learning holds an enormous promise for autonomous space robots, it is currently not employed because of the inherent uncertain outcome of learning processes. In this article we investigate a learning mechanism, Self-Supervised Learning (SSL), which is very reliable and hence an important candidate for real-world deployment even on safety-critical systems such as space robots. To demonstrate this reliability, we introduce a novel SSL setup that allows a stereo vision equipped robot to cope with the failure of one of its cameras. The setup learns to estimate average depth using a monocular image, by using the stereo vision depths from the past as trusted ground truth. We present preliminary results from an experiment on the International Space Station (ISS) performed with the MIT/NASA SPHERES VERTIGO satellite. The presented experiments were performed on October 8th, 2015 on board the ISS. The main goals were (1) data gathering, and (2) navigation based on stereo vision. First the astronaut Kimiya Yui moved the satellite around the Japanese Experiment Module to gather stereo vision data for learning. Subsequently, the satellite freely explored the space in the module based on its (trusted) stereo vision system and a pre-programmed exploration behavior, while simultaneously performing the self-supervised learning of monocular depth estimation on board. The two main goals were successfully achieved, representing the first online learning robotic experiments in space. These results lay the groundwork for a follow-up experiment in which the satellite will use the learned single-camera depth estimation for autonomous exploration in the ISS, and are an advancement towards future space robots that continuously improve their navigation capabilities over time, even in harsh and completely unknown space environments.

  4. Volunteer Educators' Influence on Youth Participation and Learning in 4-H STEM Learning by Design Programs

    Science.gov (United States)

    Worker, Steven Michael

    practices, STEM content learning, strengthening of tool competencies, learning dispositions, and psychological ownership - however, their expression, manifestation, and opportunities were afforded and/or constrained by the various participation structures. Furthermore, conflicts were evidenced in the use of participation structures; emphasis of educators on formal reasoning and planning versus youth preference for hands-on tinkering; and tensions amongst youth peers while engaging in design teams. Two themes emerged regarding the educators' pedagogy: adaptations in response to structural and curricular constraints and pedagogical approach influenced by self-identification with a professional field of engineering. This study contributes to our understanding of STEM learning through design in out-of-school time. This research helps clarify the tensions among major co-actors, youth, educator, and curriculum, as the learning environment was co-constructed and how that, in turn, afforded opportunities for youth to learn and develop. This study illuminated the complex negotiations between these co-actors and explored questions about who can and does decide the nature of the activity structures. These co-actors were not without conflict, thus suggesting that these spaces and pedagogies do not exemplify STEM teaching on their own, but neither do they preclude practices that deepen young people's interest and motivation for STEM learning.

  5. Integrated design for space transportation system

    CERN Document Server

    Suresh, B N

    2015-01-01

    The book addresses the overall integrated design aspects of a space transportation system involving several disciplines like propulsion, vehicle structures, aerodynamics, flight mechanics, navigation, guidance and control systems, stage auxiliary systems, thermal systems etc. and discusses the system approach for design, trade off analysis, system life cycle considerations, important aspects in mission management, the risk assessment, etc. There are several books authored to describe the design aspects of various areas, viz., propulsion, aerodynamics, structures, control, etc., but there is no book which presents space transportation system (STS) design in an integrated manner. This book attempts to fill this gap by addressing systems approach for STS design, highlighting the integrated design aspects, interactions between various subsystems and interdependencies. The main focus is towards the complex integrated design to arrive at an optimum, robust and cost effective space transportation system. The orbit...

  6. Representative Model of the Learning Process in Virtual Spaces Supported by ICT

    Science.gov (United States)

    Capacho, José

    2014-01-01

    This paper shows the results of research activities for building the representative model of the learning process in virtual spaces (e-Learning). The formal basis of the model are supported in the analysis of models of learning assessment in virtual spaces and specifically in Dembo´s teaching learning model, the systemic approach to evaluating…

  7. A design space of visualization tasks.

    Science.gov (United States)

    Schulz, Hans-Jörg; Nocke, Thomas; Heitzler, Magnus; Schumann, Heidrun

    2013-12-01

    Knowledge about visualization tasks plays an important role in choosing or building suitable visual representations to pursue them. Yet, tasks are a multi-faceted concept and it is thus not surprising that the many existing task taxonomies and models all describe different aspects of tasks, depending on what these task descriptions aim to capture. This results in a clear need to bring these different aspects together under the common hood of a general design space of visualization tasks, which we propose in this paper. Our design space consists of five design dimensions that characterize the main aspects of tasks and that have so far been distributed across different task descriptions. We exemplify its concrete use by applying our design space in the domain of climate impact research. To this end, we propose interfaces to our design space for different user roles (developers, authors, and end users) that allow users of different levels of expertise to work with it.

  8. Machine learning-enabled discovery and design of membrane-active peptides.

    Science.gov (United States)

    Lee, Ernest Y; Wong, Gerard C L; Ferguson, Andrew L

    2017-07-08

    Antimicrobial peptides are a class of membrane-active peptides that form a critical component of innate host immunity and possess a diversity of sequence and structure. Machine learning approaches have been profitably employed to efficiently screen sequence space and guide experiment towards promising candidates with high putative activity. In this mini-review, we provide an introduction to antimicrobial peptides and summarize recent advances in machine learning-enabled antimicrobial peptide discovery and design with a focus on a recent work Lee et al. Proc. Natl. Acad. Sci. USA 2016;113(48):13588-13593. This study reports the development of a support vector machine classifier to aid in the design of membrane active peptides. We use this model to discover membrane activity as a multiplexed function in diverse peptide families and provide interpretable understanding of the physicochemical properties and mechanisms governing membrane activity. Experimental validation of the classifier reveals it to have learned membrane activity as a unifying signature of antimicrobial peptides with diverse modes of action. Some of the discriminating rules by which it performs classification are in line with existing "human learned" understanding, but it also unveils new previously unknown determinants and multidimensional couplings governing membrane activity. Integrating machine learning with targeted experimentation can guide both antimicrobial peptide discovery and design and new understanding of the properties and mechanisms underpinning their modes of action. Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. Improving STEM Undergraduate Education with Efficient Learning Design

    DEFF Research Database (Denmark)

    Godsk, Mikkel

    2018-01-01

    The project investigates the potential of Learning Design for efficiently improving STEM undergraduate education with technology. In order to investigate this potential, the project consists of two main studies at Aarhus University: a study of the perspectives of the main stakeholders on Learning...... Design uptake. The project concludes that it is possible to improve STEM undergraduate education with Learning Design for technology-enhanced learning efficiently and that Efficient Learning Design provides a useful concept for qualifying educational decisions....... provided by technology-enhanced learning based on Learning Design, and in particular students’ learning was of a high common interest. However, only the educators were directly interested in Learning Design and its support for design, reuse in their practice and to inform pedagogy. A holistic concept...

  10. The Personal Health Technology Design Space

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Frost, Mads

    2016-01-01

    . To enable designers to make informed and well-articulated design decision, the authors propose a design space for personal health technologies. This space consists of 10 dimensions related to the design of data sampling strategies, visualization and feedback approaches, treatment models, and regulatory......Interest is increasing in personal health technologies that utilize mobile platforms for improved health and well-being. However, although a wide variety of these systems exist, each is designed quite differently and materializes many different and more or less explicit design assumptions...

  11. Designing for Learning in Coupled Contexts

    DEFF Research Database (Denmark)

    Gleerup, Janne; Heilesen, Simon; Helms, Niels Henrik

    2014-01-01

    In the case discussed in this chapter, involving the training of electrician apprentices at a Danish vocational college, many of the apprentices have difficulties understanding how the two modes of learning, i.e. formal learning at the college and the more informal learning through the in......-service training, relate to one another. This chapter is an account of an experiment in designing for net-based vocational learning with the aim of providing a coupling between widely different learning contexts. The actual design process used is based on a recently developed method for user-driven innovation......, the “quadrant model”, involving apprentices, teachers and masters and journeymen from companies as active and equal cocreators of new pedagogical designs. The final outcome has been three designs for networked learning. They facilitate communication between apprentice and apprentice, college and apprentice...

  12. Team learning center design principles

    Energy Technology Data Exchange (ETDEWEB)

    Daily, B.; Loveland, J.; Whatley, A. [New Mexico State Univ., Las Cruces, NM (United States)] [and others

    1995-06-01

    This is a preliminary report of a multi-year collaboration of the authors addressing the subject: Can a facility be designed for team learning and would it improve the efficiency and effectiveness of team interactions? Team learning in this context is a broad definition that covers all activities where small to large groups of people come together to work, to learn, and to share through team activities. Multimedia, networking, such as World Wide Web and other tools, are greatly enhancing the capability of individual learning. This paper addresses the application of technology and design to facilitate group or team learning. Many organizational meetings need tens of people to come together to do work as a large group and then divide into smaller subgroups of five to ten to work and then to return and report and interact with the larger group. Current facilities were not, in general, designed for this type of meeting. Problems with current facilities are defined and a preliminary design solution to many of the identified problems is presented.

  13. Advanced Learning Space as an Asset for Students with Disabilities

    Science.gov (United States)

    Císarová, Klára; Lamr, Marián; Vitvarová, Jana

    2015-01-01

    The paper describes an e-learning system called Advanced Learning Space that was developed at the Technical University of Liberec. The system provides a personalized virtual work space and promotes communication among students and their teachers. The core of the system is a module that can be used to automatically record, store and playback…

  14. Creating a space for creative learning: the importance of engaging management and teachers in the design process

    DEFF Research Database (Denmark)

    Bøjer, Bodil

    2018-01-01

    parties are engaged in the design process in order to ensure a common goal: creating the best frame for creative learning. In reality, this rarely happens and the users are left with a physical learning environment where the intentions do not match the expectations and established practises. To remedy...

  15. Learning Agents for Autonomous Space Asset Management (LAASAM)

    Science.gov (United States)

    Scally, L.; Bonato, M.; Crowder, J.

    2011-09-01

    Current and future space systems will continue to grow in complexity and capabilities, creating a formidable challenge to monitor, maintain, and utilize these systems and manage their growing network of space and related ground-based assets. Integrated System Health Management (ISHM), and in particular, Condition-Based System Health Management (CBHM), is the ability to manage and maintain a system using dynamic real-time data to prioritize, optimize, maintain, and allocate resources. CBHM entails the maintenance of systems and equipment based on an assessment of current and projected conditions (situational and health related conditions). A complete, modern CBHM system comprises a number of functional capabilities: sensing and data acquisition; signal processing; conditioning and health assessment; diagnostics and prognostics; and decision reasoning. In addition, an intelligent Human System Interface (HSI) is required to provide the user/analyst with relevant context-sensitive information, the system condition, and its effect on overall situational awareness of space (and related) assets. Colorado Engineering, Inc. (CEI) and Raytheon are investigating and designing an Intelligent Information Agent Architecture that will provide a complete range of CBHM and HSI functionality from data collection through recommendations for specific actions. The research leverages CEI’s expertise with provisioning management network architectures and Raytheon’s extensive experience with learning agents to define a system to autonomously manage a complex network of current and future space-based assets to optimize their utilization.

  16. Blended e-learning Design: Discussion of Cultural Issues

    Directory of Open Access Journals (Sweden)

    Ahmed A Al-Hunaiyyan

    2008-06-01

    Full Text Available Blended e-learning is becoming an educational issue especially with the new development of e-learning technology and globalization. Educators as the question: can we design these systems to accommodate different cultural groups and various learning strategies. This paper addresses some design issues when selecting a blended e-learning approach; it discusses some cultural elements that affect the design of blended e-learning. The paper also explores issues related to learning design, then emphasizes on the importance of cultural learning objects (CLO and its role in the design of multimedia-based e-learning systems.

  17. Design Guidelines for Collaboration and Participation with Examples from the LN4LD (Learning Network for Learning Design)

    NARCIS (Netherlands)

    Burgos, Daniel; Hummel, Hans; Tattersall, Colin; Brouns, Francis; Koper, Rob

    2007-01-01

    Burgos, D., Hummel, H. G. K., Tattersall, C., Brouns, F., & Koper, R. (2009). Design Guidelines for Collaboration and Participation with Examples from the LN4LD (Learning Network for Learning Design). In L. Lockyer, S. Bennett, S. Agostinho & B. Harper (Eds.), Handbook of Research on Learning Design

  18. iPad Learning Ecosystem: Developing Challenge-Based Learning Using Design Thinking

    Science.gov (United States)

    Marin, Catalina; Hargis, Jace; Cavanaugh, Cathy

    2013-01-01

    In order to maximize college English language students' learning, product development, 21st Century skills and engagement with real world meaningful challenges, a course was designed to integrate Challenge Based Learning (CBL) and iPad mobile learning technology. This article describes the course design, which was grounded in design thinking, and…

  19. An Instructional Design Framework to Improve Student Learning in a First-Year Engineering Class

    Directory of Open Access Journals (Sweden)

    Kumar Yelamarthi

    2016-12-01

    Full Text Available Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically enhance traditional flipped methodologies in a first-year engineering course, by using low-cost technology aids and proven pedagogical techniques to enhance student learning. Implemented in a first-year engineering course, this modified flipped model demonstrated an improved student awareness of essential engineering concepts and improved academic performance through collaborative and active learning activities, including flipped learning methodologies, without the need for expensive, formal active learning spaces. These findings have been validated through two studies and have shown similar results confirming that student learning is improved by the implementation of multi-pedagogical strategies in-formed by the use of an instructional design in a traditional classroom setting.

  20. Educating Urban Designers using Augmented Reality and Mobile Learning Technologies

    Directory of Open Access Journals (Sweden)

    Ernest Redondo

    2017-03-01

    Full Text Available This paper describes an educational experience using augmented reality (AR on mobile devices as a  tool for learning urban design concepts and specifically for architecture degree students. In a real project-based exercise, the participants had to design a sculpture to be placed in a public space, checking the suitability of the object as for example the form, scale, location, materials, etc., and taking into account the surroundings. The project is controlled on-site using AR on mobile platforms, encouraging collaborative learning by sharing the 3D models of their proposals, and acting both as producers and consumers of AR content in the process. To assess both the usability of technology, as well as the learning improvement, the class was divided into two groups with equivalent pre-course grades: a control group, who followed the conventional course in the laboratory, and a test group, who used AR technology. At the end of the course, the AR-using group showed a significant increase in academic performance, higher motivation and satisfaction compared to the control group.

  1. NASA’s Universe of Learning: Providing a Direct Connection to NASA Science for Learners of all Ages with ViewSpace

    Science.gov (United States)

    Lawton, Brandon L.; Rhue, Timothy; Smith, Denise A.; Squires, Gordon K.; Biferno, Anya A.; Lestition, Kathleen; Cominsky, Lynn R.; Godfrey, John; Lee, Janice C.; Manning, Colleen

    2018-06-01

    NASA's Universe of Learning creates and delivers science-driven, audience-driven resources and experiences designed to engage and immerse learners of all ages and backgrounds in exploring the universe for themselves. The project is the result of a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, Jet Propulsion Laboratory, Smithsonian Astrophysical Observatory, and Sonoma State University, and is one of 27 competitively-selected cooperative agreements within the NASA Science Mission Directorate STEM Activation program. The NASA's Universe of Learning team draws upon cutting-edge science and works closely with Subject Matter Experts (scientists and engineers) from across the NASA Astrophysics Physics of the Cosmos, Cosmic Origins, and Exoplanet Exploration themes. As one example, NASA’s Universe of Learning program is uniquely able to provide informal learning venues with a direct connection to the science of NASA astrophysics via the ViewSpace platform. ViewSpace is a modular multimedia exhibit where people explore the latest discoveries in our quest to understand the universe. Hours of awe-inspiring video content connect users’ lives with an understanding of our planet and the wonders of the universe. This experience is rooted in informal learning, astronomy, and earth science. Scientists and educators are intimately involved in the production of ViewSpace material. ViewSpace engages visitors of varying backgrounds and experience at museums, science centers, planetariums, and libraries across the United States. In addition to creating content, the Universe of Learning team is updating the ViewSpace platform to provide for additional functionality, including the introduction of digital interactives to make ViewSpace a multi-modal learning experience. During this presentation we will share the ViewSpace platform, explain how Subject Matter Experts are critical in creating content for ViewSpace, and how we are addressing audience

  2. Listening to Students: Make Learning Spaces Your Own

    Science.gov (United States)

    Shouder, Tim; Inglis, Grant; Rossini, Alexander

    2014-01-01

    Today, collaborative learning and teamwork are largely achieved through remote connections that are increasingly available and powerful. Collaboration of this sort is the highlight of an award-winning film "Your Own," which the authors created in response to the question, "What makes a learning space great?" for Herman…

  3. A Constraint-Based Understanding of Design Spaces

    DEFF Research Database (Denmark)

    Biskjaer, Michael Mose; Dalsgaard, Peter; Halskov, Kim

    2014-01-01

    space schema, can identify the properties of the prospective product that s/he can form. Through a case study, we show how design space schemas can support designers in various ways, including gaining an overview of the design process, documenting it, reflecting on it, and developing design concepts...

  4. Loss of Signal, Aeromedical Lessons Learned for the STS-I07 Columbia Space Shuttle Mishap

    Science.gov (United States)

    Patlach, Robert; Stepaniak, Philip C.; Lane, Helen W.

    2014-01-01

    Loss of Signal, a NASA publication to be available in May 2014, presents the aeromedical lessons learned from the Columbia accident that will enhance crew safety and survival on human space flight missions. These lessons were presented to limited audiences at three separate Aerospace Medical Association (AsMA) conferences: in 2004 in Anchorage, Alaska, on the causes of the accident; in 2005 in Kansas City, Missouri, on the response, recovery, and identification aspects of the investigation; and in 2011, again in Anchorage, Alaska, on future implications for human space flight. As we embark on the development of new spacefaring vehicles through both government and commercial efforts, the NASA Johnson Space Center Human Health and Performance Directorate is continuing to make this information available to a wider audience engaged in the design and development of future space vehicles. Loss of Signal summarizes and consolidates the aeromedical impacts of the Columbia mishap process-the response, recovery, identification, investigative studies, medical and legal forensic analysis, and future preparation that are needed to respond to spacecraft mishaps. The goals of this book are to provide an account of the aeromedical aspects of the Columbia accident and the investigation that followed, and to encourage aerospace medical specialists to continue to capture information, learn from it, and improve procedures and spacecraft designs for the safety of future crews.

  5. An educational design for organizational Learning

    DEFF Research Database (Denmark)

    Kolbæk, Ditte

    The aim of my study is to explore how employees may learn collaboratively from common work experience in the context of work. The study includes the development of an educational design for learning from work experience. The development of the educational design was initially not a research project......, but a task for me to solve in my role as manager of Organisational Learning, Oracle EMEA (Europe, Middle East and Africa) from 2005 to 2012. The development of the educational design was not planned as a scientific research. However, its success was founded on the feedback from participants, decision...... and b) me as an active participant in the research object. The research area is Educational Research with the theory-driven design of learning environments. (Design-Based Research Collective 2003: 8). Design-based research (DBR) was developed for researching classical classroom training. In this study...

  6. Impact of Spacing of Practice on Learning Brand Name and Generic Drugs.

    Science.gov (United States)

    Terenyi, James; Anksorus, Heidi; Persky, Adam M

    2018-02-01

    Objective. To test the impact of schedules of retrieval practice on learning brand and generic name drug information in a self-paced course. Methods. Students completed weekly quizzes on brand and generic name conversions for 100 commonly prescribed drugs. Each student completed part of the drug list on a schedule of equal, expanding, or contracting spacing, one practice (massed) or study only in a partial block design. Results. On measures of long-term retention, the contracting spacing schedule led to superior retention (67%) compared to the massed practice (50%) and study-only condition (46%); contracting practice also was significantly higher than expanding practice (58%,) or equal practice (59%). Overall performance decreased by almost 50% (final exam 95%, long-term retention 55%) over a 6-week period. Conclusion. A contracting spacing schedule was the most effective schedule of practice, and all spacing schedules were superior to massed practice or study-only conditions.

  7. Learning organisations: the challenge of finding a safe space in a climate of accountability.

    Science.gov (United States)

    McKee, Anne

    2017-03-01

    The effects of health policy reforms over a twenty-five year period have changed the NHS as a place in which to work and learn. Some of these changes have had unintentional consequences for learning in the workplace. A recent King's Fund contribution to quality improvement debates included an extensive review of NHS policies encouraging change 'from within' the NHS and renewed calls to develop learning organisations there. I draw upon an action research project designed to develop learning organisations in primary care to locate quality improvement debates amid the realities of practice. The project identified key challenges primary care practices encountered to protect time and space for this form of work based learning, even when they recognised the need for it and wanted to engage in it. Implications for policy makers, primary care practices and health professional educationalists are identified.

  8. The Information Infrastructures Design Space

    DEFF Research Database (Denmark)

    Henningsson, Stefan; Rapti, Charikleia; Jensen, Thomas

    2017-01-01

    This paper develops a framework for characterising the design space of Information Infrastructures (IIs). Existing research has generally sought to unravel the convergent characteristics and mechanisms uniting IIs across a wide range of manifestations. In this research, we explore this divergence...... within the II design space. We do so by reviewing the II literature, focusing on the two domains of design situation and design resolution. Design situation refers to the relevant dimensions of the context in which an II is employed. Design resolution covers the dimensions along which the socio......-technical constituents can be assembled to form an effective solution. The resulting framework allows for the comparing and contrasting of II initiatives, and contributes towards a cumulative knowledge process aimed at a more refined understanding of how an II can be configured to address the specific problem at hand....

  9. Learning design thinking online : studying students' learning experience in shared virtual reality

    OpenAIRE

    Lau, Kung Wong

    2010-01-01

    Learning Design Thinking Online: Studying Students' Learning Experience in Shared Virtual Reality My study attempts to deepen understanding about the learning experiences of design students in undertaking design-thinking exercises in a shared virtual reality. This study has identified the areas of an appropriate pedagogy for E-Learning and the use of a shared virtual environment for students in tertiary design education. Specific questions arising ji"Om this research are: (1...

  10. Lack of spacing effects during piano learning.

    Directory of Open Access Journals (Sweden)

    Melody Wiseheart

    Full Text Available Spacing effects during retention of verbal information are easily obtained, and the effect size is large. Relatively little evidence exists on whether motor skill retention benefits from distributed practice, with even less evidence on complex motor skills. We taught a 17-note musical sequence on a piano to individuals without prior formal training. There were five lags between learning episodes: 0-, 1-, 5-, 10-, and 15-min. After a 5-min retention interval, participants' performance was measured using three criteria: accuracy of note playing, consistency in pressure applied to the keys, and consistency in timing. No spacing effect was found, suggesting that the effect may not always be demonstrable for complex motor skills or non-verbal abilities (timing and motor skills. Additionally, we taught short phrases from five songs, using the same set of lags and retention interval, and did not find any spacing effect for accuracy of song reproduction. Our findings indicate that although the spacing effect is one of the most robust phenomena in the memory literature (as demonstrated by verbal learning studies, the effect may vary when considered in the novel realm of complex motor skills such as piano performance.

  11. Lack of spacing effects during piano learning.

    Science.gov (United States)

    Wiseheart, Melody; D'Souza, Annalise A; Chae, Jacey

    2017-01-01

    Spacing effects during retention of verbal information are easily obtained, and the effect size is large. Relatively little evidence exists on whether motor skill retention benefits from distributed practice, with even less evidence on complex motor skills. We taught a 17-note musical sequence on a piano to individuals without prior formal training. There were five lags between learning episodes: 0-, 1-, 5-, 10-, and 15-min. After a 5-min retention interval, participants' performance was measured using three criteria: accuracy of note playing, consistency in pressure applied to the keys, and consistency in timing. No spacing effect was found, suggesting that the effect may not always be demonstrable for complex motor skills or non-verbal abilities (timing and motor skills). Additionally, we taught short phrases from five songs, using the same set of lags and retention interval, and did not find any spacing effect for accuracy of song reproduction. Our findings indicate that although the spacing effect is one of the most robust phenomena in the memory literature (as demonstrated by verbal learning studies), the effect may vary when considered in the novel realm of complex motor skills such as piano performance.

  12. Learning and Motivational Processes When Students Design Curriculum‐Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This design‐based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross‐disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game‐based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  13. Learning Design Patterns for Hybrid Synchronous Video-Mediated Learning Environments

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This article describes an innovative learning environment where remote and face-to-face full-time general upper secondary adult students jointly participate in the same live classes at VUC Storstrøm, an adult learning centre in Denmark. The teachers developed new learning designs as a part of the...... activating and equal learning designs for the students. This article is written on the basis of a chapter in the PhD–thesis by the author....

  14. Defining Learning Space in a Serious Game in Terms of Operative and Resultant Actions

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2012-01-01

    This paper explores the distinction between operative and resultant actions in games, and proposes that the learning space created by a serious game is a function of these actions. Further, it suggests a possible relationship between these actions and the forms of cognitive load imposed upon the game player. Association of specific types of cognitive load with respective forms of actions in game mechanics also presents some heuristics for integrating learning content into serious games. Research indicates that different balances of these types of actions are more suitable for novice or experienced learners. By examining these relationships, we can develop a few basic principles of game design which have an increased potential to promote positive learning outcomes.

  15. Persuasive Designs for LearningLearning in Persuasive Design

    DEFF Research Database (Denmark)

    Hansen, Sandra Burri Gram; Bertel, Lykke Brogaard; Ryberg, Thomas

    2016-01-01

    Both in theory and in practice, learning has been argued to hold significant potential in relation to persuasive technologies. Particularly when persuasive initiatives strive to motivate sustainable behavior changes. Correspondingly, the notion of persuasive design may constitute a valuable...

  16. Blended e-learning Design: Discussion of Cultural Issues

    OpenAIRE

    Ahmed A Al-Hunaiyyan; Salah AL-Sharhan; Nabeel Al-Huwail

    2008-01-01

    Blended e-learning is becoming an educational issue especially with the new development of e-learning technology and globalization. Educators as the question: can we design these systems to accommodate different cultural groups and various learning strategies. This paper addresses some design issues when selecting a blended e-learning approach; it discusses some cultural elements that affect the design of blended e-learning. The paper also explores issues related to learning design, then emph...

  17. Space Weather in the Machine Learning Era: A Multidisciplinary Approach

    Science.gov (United States)

    Camporeale, E.; Wing, S.; Johnson, J.; Jackman, C. M.; McGranaghan, R.

    2018-01-01

    The workshop entitled Space Weather: A Multidisciplinary Approach took place at the Lorentz Center, University of Leiden, Netherlands, on 25-29 September 2017. The aim of this workshop was to bring together members of the Space Weather, Mathematics, Statistics, and Computer Science communities to address the use of advanced techniques such as Machine Learning, Information Theory, and Deep Learning, to better understand the Sun-Earth system and to improve space weather forecasting. Although individual efforts have been made toward this goal, the community consensus is that establishing interdisciplinary collaborations is the most promising strategy for fully utilizing the potential of these advanced techniques in solving Space Weather-related problems.

  18. INCORPORATING THE BEHAVIORAL DIMENSION IN DESIGNING INCLUSIVE LEARNING ENVIRONMENT FOR AUTISM

    Directory of Open Access Journals (Sweden)

    Rachna Khare

    2009-11-01

    Full Text Available In last two decades environment and behavior studies has profoundly influenced the practice of architecture and there is growing trend towards people-centered and evidence-based design. The field has tremendous application in designing for special needs; most of the researches on designing for special groups, accessibility codes and design guidelines are based on the functional needs of the users, necessity to explore potential of behavioral aspects to design for people with cognitive limitations is felt though. In the present research, the systematic study of behavioral features in autism has provided a wealth of understanding that is applied to the process of design. There are several stages to this research project, in initial stage, learning behaviors of children, their strength and weakness in educational spaces helped in defining ‘enabling environment’ for autism, which is tested in the subsequent stages to provide evidence based body of knowledge that is expected to help architects and designers to design autism friendly inclusive educational spaces. The purpose of this paper is to present the enabling aspects of educational environment for children with autism and measure their affects on functional performance.

  19. Interactive Learning for Graphic Design Foundations

    Science.gov (United States)

    Chu, Sauman; Ramirez, German Mauricio Mejia

    2012-01-01

    One of the biggest problems for students majoring in pre-graphic design is students' inability to apply their knowledge to different design solutions. The purpose of this study is to examine the effectiveness of interactive learning modules in facilitating knowledge acquisition during the learning process and to create interactive learning modules…

  20. Teaching machine learning to design students

    NARCIS (Netherlands)

    Vlist, van der B.J.J.; van de Westelaken, H.F.M.; Bartneck, C.; Hu, J.; Ahn, R.M.C.; Barakova, E.I.; Delbressine, F.L.M.; Feijs, L.M.G.; Pan, Z.; Zhang, X.; El Rhalibi, A.

    2008-01-01

    Machine learning is a key technology to design and create intelligent systems, products, and related services. Like many other design departments, we are faced with the challenge to teach machine learning to design students, who often do not have an inherent affinity towards technology. We

  1. Student Learning-Game Designs

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This article presents new knowledge about how students can implement learning and game elements into analogue and digital learning games as a means of learning and teaching curriculum‐based subject matter. The purpose of the analysis is to identify what learning‐game design elements were used...... in four learning games created by students, to investigate how these elements were em83 ployed, to determine what learning trajectories emerged in the two digital game tools and to offer reflections and suggestions regarding the learning processes students experienced when building the various learning...... trajectories for specific learning goals into the digital games. The article examines how specific features in the two digital game tools, Scratch and RGBMaker, afford creation of learning trajectories in various ways, enabling deep learning and gameplay processes for the players of the games. According...

  2. Reimagining Disability and Inclusive Education Through Universal Design for Learning

    Directory of Open Access Journals (Sweden)

    Jan Doolittle Wilson

    2017-06-01

    Full Text Available In 1975, Congress enacted a law eventually known as the Individuals with Disabilities Education Act (IDEA, which ensures that children with disabilities receive a free, appropriate, public education. Since then, scholarly and popular debates about the effectiveness of inclusive education have proliferated and typically focus on the ability or inability of students with disabilities to succeed in so-called regular classrooms. These debates reflect widespread assumptions that the regular classroom is rightly the province of nondisabled students and a neutral, value-free space that students with disabilities invade and disrupt via their very presence and their costly needs for adaptation. But as many scholars in the field of Disability Studies in Education (DSE have argued, these discussions often fail to recognize that the space of the regular classroom, far from neutral, is constructed for a nondisabled, neurotypical, white, male, middle-class "norm" that neither reflects nor accommodates the wide range of diverse learners within it, regardless of whether these learners have been diagnosed with a disability. A DSE perspective sees the educational environment, not students with disabilities, as the "problem" and calls for a Universal Design for Learning approach to education, or the design of instructional materials and activities that allows the learning goals to be achievable by individuals with wide differences in their abilities and backgrounds. Agreeing with this DSE perspective, this article uses an autoethnographic approach to reexamine inclusive education and to consider how university classrooms, pedagogy, and curricular materials can be improved in order to accommodate all students, not just those with disabilities. Ultimately, the article argues that Universal Design for Learning has the potential to radically transform the meaning of inclusive education and the very concept of disability.

  3. Designing for learning and empowerment

    DEFF Research Database (Denmark)

    Jönsson, Lise Høgh

    2017-01-01

    worked together to develop five new visual and digital methods for interviewing in special education. Thereby enhancing students’ competences, knowledge and proficiency in innovation and research as well as designing a solution aiding people with learning disabilities to communicate with peers......This paper proposes design-based research as a teaching approach to enhance the learning environment of university college students and as a potential tool for empowerment in practice. The paper depicts how students, professors, professional educationalists, and people with learning disabilities...

  4. An Experiment on How Adult Students Can Learn by Designing Engaging Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2014-01-01

    worth investigating as a motivational learning strategy. As meaning can be constructed through the manipulation of materials, which facilitates reflection and new ways of thinking, the use of learning games in education is taken one step further into the building of learning games in collaborative...... enables the students to be the designers of their own learning, by allowing them to create their own digital learning games, while implementing learning goals from cross-disciplinary subject matters (Figure 1). Another focus has been to create a learning design that scaffolds the students’ own learning-game......This article presents and discusses the first iteration of a design-based research experiment focusing on how to create a motivating gamified learning design, one that facilitates a deep learning process for adult students making their own learning games. Using games for learning has attracted...

  5. Constructive approaches to the space NPP designing

    International Nuclear Information System (INIS)

    Eremin, A.G.; Korobkov, L.S.; Matveev, A.V.; Trukhanov, Yu.L.; Pyshko, A.P.

    2000-01-01

    An example of designing a space NPP intended for power supply of telecommunication satellite is considered. It is shown that the designing approach based on the introduction of a leading criterion and dividing the design problems in two independent groups (reactor with radiation shield and equipment module) permits to develop the optimal design of a space NPP [ru

  6. Organizing for Spaces and Dynamics of Multipolar Learning in Multinational Corporations

    DEFF Research Database (Denmark)

    Hull Kristensen, Peer; Lotz, Maja

    Limited research has been conducted on how MNCs organize conditions and spaces for recursive learning to facilitate the practice of innovation across dispersed units as well as how organizational members at all levels may become involved in innovations through the engagement in ongoing multipolar...... learning dynamics. Based on longitudinal case studies in two MNCs this paper contributes with insights into how spaces and dynamics of multipolar learning are organized and governed across dispersed MNC units at the micro level of everyday work practices. The paper shows that it is possible to organize...... spaces and dynamics that can organize recursiveness and continuity in multipolar learning by way of experimentation with new coordination components and governance architectures. Against the previous literature, however, it becomes evident that these are not the outcome of spontaneous interactions...

  7. Learning design and feedback processes at scale

    DEFF Research Database (Denmark)

    Ringtved, Ulla L.; Miligan, Sandra; Corrin, Linda

    2016-01-01

    Design for teaching in scaled courses is shifting away from replication of the traditional on-campus or online teaching-learning relationship towards exploiting the distinctive characteristic and potentials of that environment to transform both teaching and learning. This involves consideration...... design and would benefit from learning analytics support? What is the character of analytics that can be deployed to help deliver good design of online learning platforms? What are the theoretical and pedagogical bases inherent in different analytics designs? These and other questions will be examined...

  8. Spaced Learning Enhances Subsequent Recognition Memory by Reducing Neural Repetition Suppression

    Science.gov (United States)

    Xue, Gui; Mei, Leilei; Chen, Chuansheng; Lu, Zhong-Lin; Poldrack, Russell; Dong, Qi

    2011-01-01

    Spaced learning usually leads to better recognition memory as compared with massed learning, yet the underlying neural mechanisms remain elusive. One open question is whether the spacing effect is achieved by reducing neural repetition suppression. In this fMRI study, participants were scanned while intentionally memorizing 120 novel faces, half…

  9. New design for a space cryo-mechanism

    Science.gov (United States)

    Durand, Gilles; Amiaux, Jérôme; Augueres, Jean-Louis; Carty, Michael; Barrière, Jean Christophe; Bouzat, Marylène; Duboué, Bruno; Lagage, Pierre Olivier; Lebeuf, Didier; Lepage, Erwan; Lemer, Isabelle; Marlaguey, Nathalie Peydrol; Poupar, Sébastien

    2008-07-01

    Based on its experience of space application instrument and its development of cryomechanism for astronomical ground based instrument VLT / VISIR, CEA Saclay is proposing a new concept of Space Cryomechanism. This design is based on VLT/VISIR cryo-mechanism design adapted to space requirements taking into account all the specification of space environment (vibrations at launch, cryogenic vacuum, materials, radiations, ...). The original concept of the design is based on the association of the key elements: a dog-clutch with Hirth teeth jaws coupled to a step-by-step space qualified cryo-motor, a bellows that allows for separation of indexing and rotating functions, and enlarged bearings design in "O" arrangement that increase robustness to vibration. The actuator has 360 steady positions that can be reached within les than a second with repeatability of 5 arcsec peak to peak. After a presentation of the details of the concept and of its benefits to robustness to space environment, the paper describes the thoroughly qualification program of the cryo-mechanism with respect to space requirements (cryo-cycling, indexing accuracy, power consumption, heat dissipation, motorisation margins, vibrations). This cryo-mechanism may be built in 3 different sizes for wheels up to 10 kg.

  10. Active Affordance Learning in Continuous State and Action Spaces

    NARCIS (Netherlands)

    Wang, C.; Hindriks, K.V.; Babuska, R.

    2014-01-01

    Learning object affordances and manipulation skills is essential for developing cognitive service robots. We propose an active affordance learning approach in continuous state and action spaces without manual discretization of states or exploratory motor primitives. During exploration in the action

  11. Human reinforcement learning subdivides structured action spaces by learning effector-specific values.

    Science.gov (United States)

    Gershman, Samuel J; Pesaran, Bijan; Daw, Nathaniel D

    2009-10-28

    Humans and animals are endowed with a large number of effectors. Although this enables great behavioral flexibility, it presents an equally formidable reinforcement learning problem of discovering which actions are most valuable because of the high dimensionality of the action space. An unresolved question is how neural systems for reinforcement learning-such as prediction error signals for action valuation associated with dopamine and the striatum-can cope with this "curse of dimensionality." We propose a reinforcement learning framework that allows for learned action valuations to be decomposed into effector-specific components when appropriate to a task, and test it by studying to what extent human behavior and blood oxygen level-dependent (BOLD) activity can exploit such a decomposition in a multieffector choice task. Subjects made simultaneous decisions with their left and right hands and received separate reward feedback for each hand movement. We found that choice behavior was better described by a learning model that decomposed the values of bimanual movements into separate values for each effector, rather than a traditional model that treated the bimanual actions as unitary with a single value. A decomposition of value into effector-specific components was also observed in value-related BOLD signaling, in the form of lateralized biases in striatal correlates of prediction error and anticipatory value correlates in the intraparietal sulcus. These results suggest that the human brain can use decomposed value representations to "divide and conquer" reinforcement learning over high-dimensional action spaces.

  12. Analytical Tools for Space Suit Design

    Science.gov (United States)

    Aitchison, Lindsay

    2011-01-01

    As indicated by the implementation of multiple small project teams within the agency, NASA is adopting a lean approach to hardware development that emphasizes quick product realization and rapid response to shifting program and agency goals. Over the past two decades, space suit design has been evolutionary in approach with emphasis on building prototypes then testing with the largest practical range of subjects possible. The results of these efforts show continuous improvement but make scaled design and performance predictions almost impossible with limited budgets and little time. Thus, in an effort to start changing the way NASA approaches space suit design and analysis, the Advanced Space Suit group has initiated the development of an integrated design and analysis tool. It is a multi-year-if not decadal-development effort that, when fully implemented, is envisioned to generate analysis of any given space suit architecture or, conversely, predictions of ideal space suit architectures given specific mission parameters. The master tool will exchange information to and from a set of five sub-tool groups in order to generate the desired output. The basic functions of each sub-tool group, the initial relationships between the sub-tools, and a comparison to state of the art software and tools are discussed.

  13. Design of a Networked Learning Master Environment for Professionals

    DEFF Research Database (Denmark)

    Dirckinck-Holmfeld, Lone

    2010-01-01

    The paper is presenting the overall learning design of MIL (Master in ICT and Learning). The learning design is integrating a number of principles: 1. Principles of problem and project based learning 2. Networked learning / learning in communities of practice. The paper will discuss how these pri......The paper is presenting the overall learning design of MIL (Master in ICT and Learning). The learning design is integrating a number of principles: 1. Principles of problem and project based learning 2. Networked learning / learning in communities of practice. The paper will discuss how...

  14. Enhanced learning through design problems

    DEFF Research Database (Denmark)

    Jensen, Bogi Bech; Högberg, Stig; Jensen, Frida av Fløtum

    2012-01-01

    This paper describes a teaching method used in an electrical machines course, where the students learn about electrical machines by designing them. The aim of the course is not to teach design, albeit this is a side product, but rather to teach the fundamentals and the function of electrical...... machines through design. The teaching method is evaluated by a student questionnaire, designed to measure the quality and effectiveness of the teaching method. The results of the questionnaire conclusively show that this method labelled ‘learning through design’ is a very effective way of teaching...

  15. Make2Learn with IoT: Engaging children into joyful design and making of interactive connected objects

    DEFF Research Database (Denmark)

    Divitini, Monica; Giannakos, Michail; Mora, Simone

    2017-01-01

    of the art aspects of learning technologies, Make2learn aims to develop a critical discussion about the well-established practices and technologies and how different tool and methods can be put into practice under different spaces such as the classroom, makerspaces, fablabs, etc. During the workshop a set...... and improve the value of Maker philosophy and the role of design and making IoT technologies to support teaching and learning....

  16. Learning Spaces in Academic Libraries--A Review of the Evolving Trends

    Science.gov (United States)

    Turner, Arlee; Welch, Bernadette; Reynolds, Sue

    2013-01-01

    This paper presents a review of the professional discourse regarding the evolution of information and learning spaces in academic libraries, particularly in the first decade of the twenty-first century. It investigates the evolution of academic libraries and the development of learning spaces focusing on the use of the terms which have evolved…

  17. Universal design of public open spaces

    Directory of Open Access Journals (Sweden)

    Petra Krajner

    2008-01-01

    Full Text Available Urban open spaces are public places that must assure access for all users. They should be designed for equal use despite disabilities and special recreational needs. Their design must be functional and must meet user’s special requirements, either everyday functional or special (recreational needs. It is not just about overcoming architectural obstacles by building ramps of suitable slope and size; it is about inclusive, universal landscape design of urban space made for all citizens. For this matter, different ways of public use for each group of users is defined, functional criteria are determined, and examples of good and bad design are assembled to present the differences between technically accomplished ramps, and slope paths that include quality landscape inclusive design. To prove the unsuitability of public open spaces in Ljubljana, various analyses were made, including the measurement of steepness, lengths and wideness of certain urban elements. As an application of results, the universal designing principles are summarized in new proposal for entrance into Tivoli Park.

  18. Problem and Project Based Learning in Hybrid Spaces:Nomads and Artisans

    OpenAIRE

    Ryberg, Thomas; Davidsen, Jacob; Hodgson, Vivien

    2016-01-01

    There is a need within networked learning to understand and conceptualise the interplay between digital and physical spaces or what we could term hybrid spaces. Therefore, we discuss a recent study of students from two different programmes who are engaged in long-term, group-based problem and project based learning. Based on interviews, workshops and observations of students’ actual group practices in open, shared and flexible spaces in Aalborg University (AAU), we identify and discuss how st...

  19. Loss of Signal, Aeromedical Lessons Learned from the STS-107 Columbia Space Shuttle Mishap

    Science.gov (United States)

    Stepaniak, Phillip C.; Patlach, Robert

    2014-01-01

    Loss of Signal, a NASA publication to be available in May 2014 presents the aeromedical lessons learned from the Columbia accident that will enhance crew safety and survival on human space flight missions. These lessons were presented to limited audiences at three separate Aerospace Medical Association (AsMA) conferences: in 2004 in Anchorage, Alaska, on the causes of the accident; in 2005 in Kansas City, Missouri, on the response, recovery, and identification aspects of the investigation; and in 2011, again in Anchorage, Alaska, on future implications for human space flight. As we embark on the development of new spacefaring vehicles through both government and commercial efforts, the NASA Johnson Space Center Human Health and Performance Directorate is continuing to make this information available to a wider audience engaged in the design and development of future space vehicles. Loss of Signal summarizes and consolidates the aeromedical impacts of the Columbia mishap process-the response, recovery, identification, investigative studies, medical and legal forensic analysis, and future preparation that are needed to respond to spacecraft mishaps. The goal of this book is to provide an account of the aeromedical aspects of the Columbia accident and the investigation that followed, and to encourage aerospace medical specialists to continue to capture information, learn from it, and improve procedures and spacecraft designs for the safety of future crews. This poster presents an outline of Loss of Signal contents and highlights from each of five sections - the mission and mishap, the response, the investigation, the analysis and the future.

  20. How Do Lessons Learned on the International Space Station (ISS) Help Plan Life Support for Mars?

    Science.gov (United States)

    Jones, Harry W.; Hodgson, Edward W.; Gentry, Gregory J.; Kliss, Mark H.

    2016-01-01

    How can our experience in developing and operating the International Space Station (ISS) guide the design, development, and operation of life support for the journey to Mars? The Mars deep space Environmental Control and Life Support System (ECLSS) must incorporate the knowledge and experience gained in developing ECLSS for low Earth orbit, but it must also meet the challenging new requirements of operation in deep space where there is no possibility of emergency resupply or quick crew return. The understanding gained by developing ISS flight hardware and successfully supporting a crew in orbit for many years is uniquely instructive. Different requirements for Mars life support suggest that different decisions may be made in design, testing, and operations planning, but the lessons learned developing the ECLSS for ISS provide valuable guidance.

  1. Exploration of joint redundancy but not task space variability facilitates supervised motor learning.

    Science.gov (United States)

    Singh, Puneet; Jana, Sumitash; Ghosal, Ashitava; Murthy, Aditya

    2016-12-13

    The number of joints and muscles in a human arm is more than what is required for reaching to a desired point in 3D space. Although previous studies have emphasized how such redundancy and the associated flexibility may play an important role in path planning, control of noise, and optimization of motion, whether and how redundancy might promote motor learning has not been investigated. In this work, we quantify redundancy space and investigate its significance and effect on motor learning. We propose that a larger redundancy space leads to faster learning across subjects. We observed this pattern in subjects learning novel kinematics (visuomotor adaptation) and dynamics (force-field adaptation). Interestingly, we also observed differences in the redundancy space between the dominant hand and nondominant hand that explained differences in the learning of dynamics. Taken together, these results provide support for the hypothesis that redundancy aids in motor learning and that the redundant component of motor variability is not noise.

  2. Spaces of Performance in Higher Education

    DEFF Research Database (Denmark)

    Jørgensen, Kenneth Mølbjerg

    2018-01-01

    Abstract Purpose — The purpose of the paper is to provide a framework for reflecting on how different ways of configuring spaces in higher education (HE) condition the possibilities of learning. Second, the purpose is to construct a storytelling approach for the configuration of such spaces. Design...... to the potential of HE to produce new and innovative forms of learning. Value — This paper introduces the term “spaces of performance,” which directs attention towards the material, discursive, and relational conditions for learning. It also introduces a space of storytelling as a new principle for learning in HE...

  3. Portrait of a rural health graduate: exploring alternative learning spaces.

    Science.gov (United States)

    Ross, Andrew; Pillay, Daisy

    2015-05-01

    Given that the staffing of rural facilities represents an international challenge, the support, training and development of students of rural origin at institutions of higher learning (IHLs) should be an integral dimension of health care provisioning. International studies have shown these students to be more likely than students of urban origin to return to work in rural areas. However, the crisis in formal school education in some countries, such as South Africa, means that rural students with the capacity to pursue careers in health care are least likely to access the necessary training at an IHL. In addition to challenges of access, throughput is relatively low at IHLs and is determined by a range of learning experiences. Insight into the storied educational experiences of health care professionals (HCPs) of rural origin has the potential to inform the training and development of rural-origin students. Six HCPs of rural origin were purposively selected. Using a narrative inquiry approach, data were generated from long interviews and a range of arts-based methods to create and reconstruct the storied narratives of the six participants. Codes, categories and themes were developed from the reconstructed stories. Reid's four-quadrant model of learning theory was used to focus on the learning experiences of one participant. Alternative learning spaces were identified, which were made available through particular social spaces outwith formal lecture rooms. These offered opportunities for collaboration and for the reconfiguring of the participants' agency to be, think and act differently. Through the practices enacted in particular learning spaces, relationships of caring, sharing, motivating and mentoring were formed, which contributed to personal, social, academic and professional development and success. Learning spaces outwith the formal lecture theatre are critical to the acquisition of good clinical skills and knowledge in the development of socially accountable

  4. Live from Space Station Learning Technologies Project

    Science.gov (United States)

    2001-01-01

    This is the Final Report for the Live From Space Station (LFSS) project under the Learning Technologies Project FY 2001 of the MSFC Education Programs Department. AZ Technology, Inc. (AZTek) has developed and implemented science education software tools to support tasks under the LTP program. Initial audience consisted of 26 TreK in the Classroom schools and thousands of museum visitors to the International Space Station: The Earth Tour exhibit sponsored by Discovery Place museum.

  5. A Connected Space for Early Experiential Learning in Teacher Education

    Directory of Open Access Journals (Sweden)

    Yong Yu

    2016-11-01

    Full Text Available Carefully constructed field-based experiences in teacher education programs have been recognized as one of the essential conditions for effective teacher learning. Most college/university-based teacher education programs, however, are still dominated by the epistemology that academic knowledge is the authoritative source of knowledge about teaching, while spaces outside the college classroom remain the “practice fields.” This study examined Project CONNECT (PC, an after-school program designed to create early experiential learning opportunities for pre-service teachers (PSTs by bringing together different aspects of expertise from the schools, communities, and universities. Pre-service teachers in this study worked with children one afternoon a week in school-based sites during their sophomore and junior years. Case study was adopted to assess the impact of the experience on teacher learning and the factors contributing to the effect. Multiple data sources, including weekly reflection journals, field observation notes, and an exit survey were collected and analyzed. Results revealed participants’ transformation of professional identity, and development of professional skills and dispositions. Several factors emerged as important to PSTs’ learning throughout the experience, including connections between the course and the program, quality of faculty supervision, and systematic reflection. Implications for teacher education were discussed.

  6. Distributing learning over time: the spacing effect in children's acquisition and generalization of science concepts.

    Science.gov (United States)

    Vlach, Haley A; Sandhofer, Catherine M

    2012-01-01

    The spacing effect describes the robust finding that long-term learning is promoted when learning events are spaced out in time rather than presented in immediate succession. Studies of the spacing effect have focused on memory processes rather than for other types of learning, such as the acquisition and generalization of new concepts. In this study, early elementary school children (5- to 7-year-olds; N = 36) were presented with science lessons on 1 of 3 schedules: massed, clumped, and spaced. The results revealed that spacing lessons out in time resulted in higher generalization performance for both simple and complex concepts. Spaced learning schedules promote several types of learning, strengthening the implications of the spacing effect for educational practices and curriculum. © 2012 The Authors. Child Development © 2012 Society for Research in Child Development, Inc.

  7. Design for game based learning platforms

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente

    2010-01-01

    This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... of web 2.0 and integrates theories of learning, didactics, games, play, communication, multimodality and different pedagogical approaches. In relation to the introduced model the teacher role is discussed.......This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use...

  8. Digital Games, Design, and Learning

    Science.gov (United States)

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

  9. Learning for design reuse

    DEFF Research Database (Denmark)

    Duffy, Alex; Duffy, Sandra M.

    1996-01-01

    Over the past decade "design assistance", that is, where the computer is viewed as an Intelligent Design Assistant (IDA), has emerged in knowledge based design support and has formed the basic research strategy for the CAD Cantre, University of Strathclyde, since the mid-1980s. Within this philos......Over the past decade "design assistance", that is, where the computer is viewed as an Intelligent Design Assistant (IDA), has emerged in knowledge based design support and has formed the basic research strategy for the CAD Cantre, University of Strathclyde, since the mid-1980s. Within...... this philosophy, an IDA would act as a colleague to a designer, providing guidance, learning from past experiences, carrying out semi- and fully-automated tasks, explaining its reasoning and in essence complementing the designer's own natural skills, and thus leaving the ultimate decision-making, control......, and responsibility with the designer.The ability to learn and evolve has been recognized as one of the key components of an IDA for it to fully support the designer's activities. Consequently, we have been directing our research effort on two main fronts, formalizing our understanding and developing models...

  10. Yahoo! Answers as a Space for Informal Language Learning

    Directory of Open Access Journals (Sweden)

    Giuliana Dettori

    2014-10-01

    Full Text Available Online social spaces, where users can exchange information, opinions and resources, have achieved wide popularity and are gaining attention in many research fields, including education. Their actual potential support to learning, however, still requires investigation, especially because portals can widely differ as concerns purpose and internal structure. This paper aims to contribute in this respect, by concentrating on question answering, a kind of social space not yet widely discussed in education. We analyzed a small corpus of posts from the Languages section of Yahoo! Answers Italy, checking if the questions reveal some inclination to learning or just the desire to obtain a service and if the answers provided by the community members can be considered as reliable sources of knowledge. Our analysis highlights the presence of a variety of question/answer types, from mere information exchange or help for task completion, up to language-related questions prompting valuable short lessons. The quality of answers may widely vary as concerns pertinence, correctness and richness of supporting elements. We found a high number of purely task-oriented questions and answers, but also a higher number of learning-oriented questions and correct, informative answers. This suggests that this kind of social space actually has valuable potential for informal learning.

  11. Aligning Pedagogy with Physical Learning Spaces

    Science.gov (United States)

    van Merriënboer, Jeroen J. G.; McKenney, Susan; Cullinan, Dominic; Heuer, Jos

    2017-01-01

    The quality of education suffers when pedagogies are not aligned with physical learning spaces. For example, the architecture of the triple-decker Victorian schools across England fits the information transmission model that was dominant in the industrial age, but makes it more difficult to implement student-centred pedagogies that better fit a…

  12. Understanding Interorganizational Learning Based on Social Spaces and Learning Episodes

    Directory of Open Access Journals (Sweden)

    Anelise Rebelato Mozzato

    2014-07-01

    Full Text Available Different organizational settings have been gaining ground in the world economy, resulting in a proliferation of different forms of strategic alliances that translate into a growth in the number of organizations that have started to deal with interorganizational relationships with different actors. These circumstances reinforce Crossan, Lane, White and Djurfeldt (1995 and Crossan, Mauer and White (2011 in exploring what authors refer to as the fourth, interorganizational, level of learning. These authors, amongst others, suggest that the process of interorganizational learning (IOL warrants investigation, as its scope of analysis needs widening and deepening. Therefore, this theoretical essay is an attempt to understand IOL as a dynamic process found in interorganizational cooperative relationships that can take place in different structured and unstructured social spaces and that can generate learning episodes. According to this view, IOL is understood as part of an organizational learning continuum and is analyzed within the framework of practical rationality in an approach that is less cognitive and more social-behavioral.

  13. Learning Environments Designed According to Learning Styles and Its Effects on Mathematics Achievement

    Science.gov (United States)

    Özerem, Aysen; Akkoyunlu, Buket

    2015-01-01

    Problem Statement: While designing a learning environment it is vital to think about learner characteristics (learning styles, approaches, motivation, interests… etc.) in order to promote effective learning. The learning environment and learning process should be designed not to enable students to learn in the same manner and at the same level,…

  14. Service-Learning Instructional Design Considerations

    Science.gov (United States)

    Maddrell, Jennifer

    2014-01-01

    This paper explores the design of "service-learning" experiences to engage college students in the real-world application of course subject matter. Service learning is an educational approach that combines community service, academic coursework, and work-based applied learning. Based on data gathered during a series of recent interviews…

  15. Negotiating and Designing Public Space. Experiences with a new M.Sc. in Urban Design Program in Hong Kong

    Directory of Open Access Journals (Sweden)

    Hendrik Tieben

    2013-05-01

    Full Text Available This contribution reflects on first experiences made with a newly launched Master of Science in Urban Design program at the Chinese University of Hong Kong. As an important part of this program, students have to develop their design proposal in response to feedback of different stakeholders and community members. Thus the program responds to the growing aspiration of Hong Kong’s citizens to shape the urban development of their city and a lack of a meaningful participation process in the region. With its high density, protected country parks, efficient public transport and large scale housing program, generally, Hong Kong offers important lessons for contemporary urbanism. However, since the end of the British colonial rule and in face of increasing property prices, pollution and the disappearance of local heritage, intensive debates started about the regions future. Another central point of the recent discussion in Hong Kong – and key theme of the new urban design program - is the demand for the rights and qualities of public space. The paper presents the set-up of the design studio, which was closely linked to a course on “urban processes”. During the semester, students had to organize community forums and street exhibitions in a specific district, invite stakeholders and residents and discuss with them their ideas. Their projects, then, had to respond on the various feedbacks and integrate them in their design and policy proposals. The text reflects on the student projects and the lessons learned in the process. It addresses general questions such as the challenges in communicating with a diverse community (e.g. language barriers and culturally different ideas of public space. It addresses the question of the intended and unintended effects of a participatory design studio in the community, and possible follow-ups. And it reflects on the general role of design and designers in shaping community spaces.

  16. Common Mobile Learning Characteristics--An Analysis of Mobile Learning Models and Frameworks

    Science.gov (United States)

    Imtinan, Umera; Chang, Vanessa; Issa, Tomayess

    2013-01-01

    Mobile learning offers learning opportunities to learners without the limitations of time and space. Mobile learning has introduced a number of flexible options to the learners across disciplines and at different educational levels. However, designing mobile learning content is an equally challenging task for the instructional designers.…

  17. Space as a Tool for Analysis: Examining Digital Learning Spaces

    Science.gov (United States)

    Harrison, Michelle

    2018-01-01

    Over the past decade we have seen a rise in the adoption and proliferation of social technologies, and along with these a move to build on the capacity to embrace new pedagogies and practices that can open our boundaries for both teaching and learning. How do we determine what we mean by space specifically in online environments and how can we…

  18. Teachers as designers of technology enhanced learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit; Voogt, Joke

    2015-01-01

    Design of (technology-enhanced) learning activities and materials is one fruitful process through which teachers learn and become professionals. To facilitate this process, research is needed to understand how teachers learn through design, how this process may be supported, and how teacher

  19. Decision Making in Reinforcement Learning Using a Modified Learning Space Based on the Importance of Sensors

    Directory of Open Access Journals (Sweden)

    Yasutaka Kishima

    2013-01-01

    Full Text Available Many studies have been conducted on the application of reinforcement learning (RL to robots. A robot which is made for general purpose has redundant sensors or actuators because it is difficult to assume an environment that the robot will face and a task that the robot must execute. In this case, -space on RL contains redundancy so that the robot must take much time to learn a given task. In this study, we focus on the importance of sensors with regard to a robot’s performance of a particular task. The sensors that are applicable to a task differ according to the task. By using the importance of the sensors, we try to adjust the state number of the sensors and to reduce the size of -space. In this paper, we define the measure of importance of a sensor for a task with the correlation between the value of each sensor and reward. A robot calculates the importance of the sensors and makes the size of -space smaller. We propose the method which reduces learning space and construct the learning system by putting it in RL. In this paper, we confirm the effectiveness of our proposed system with an experimental robot.

  20. Innovative design with learning reflexiveness for developing the Hamiltonian circuit learning games

    Directory of Open Access Journals (Sweden)

    Meng-Chien Yang

    2018-02-01

    Full Text Available In this study, we use a new proposed framework to develop the Hamiltonian circuit learning games for college students. The framework is for enhancing learners’ activities with learning reflexiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The Hamiltonian circuit is an important concepts for learning many computer science and electric engineering topics, such as IC design routing algorithm. The developed games use guiding rules to enable students to learn the Hamiltonian circuit in complicate graph problem. After the game, the learners are given a reviewing test which using the animation film for explaining the knowledge. This design concept is different from the previous studies. Through this new design, the outcome gets the better learning results under the effect of reflection. The students will have a deeper impression on the subject, and through self-learning and active thinking, in the game will have a deeper experience.

  1. Enabling Rapid Naval Architecture Design Space Exploration

    Science.gov (United States)

    Mueller, Michael A.; Dufresne, Stephane; Balestrini-Robinson, Santiago; Mavris, Dimitri

    2011-01-01

    Well accepted conceptual ship design tools can be used to explore a design space, but more precise results can be found using detailed models in full-feature computer aided design programs. However, defining a detailed model can be a time intensive task and hence there is an incentive for time sensitive projects to use conceptual design tools to explore the design space. In this project, the combination of advanced aerospace systems design methods and an accepted conceptual design tool facilitates the creation of a tool that enables the user to not only visualize ship geometry but also determine design feasibility and estimate the performance of a design.

  2. Theory and design methods of special space orbits

    CERN Document Server

    Zhang, Yasheng; Zhou, Haijun

    2017-01-01

    This book focuses on the theory and design of special space orbits. Offering a systematic and detailed introduction to the hovering orbit, spiral cruising orbit, multi-target rendezvous orbit, initiative approaching orbit, responsive orbit and earth pole-sitter orbit, it also discusses the concept, theory, design methods and application of special space orbits, particularly the design and control method based on kinematics and astrodynamics. In addition the book presents the latest research and its application in space missions. It is intended for researchers, engineers and postgraduates, especially those working in the fields of orbit design and control, as well as space-mission planning and research.

  3. Human reinforcement learning subdivides structured action spaces by learning effector-specific values

    OpenAIRE

    Gershman, Samuel J.; Pesaran, Bijan; Daw, Nathaniel D.

    2009-01-01

    Humans and animals are endowed with a large number of effectors. Although this enables great behavioral flexibility, it presents an equally formidable reinforcement learning problem of discovering which actions are most valuable, due to the high dimensionality of the action space. An unresolved question is how neural systems for reinforcement learning – such as prediction error signals for action valuation associated with dopamine and the striatum – can cope with this “curse of dimensionality...

  4. A Well Designed School Environment Facilitates Brain Learning.

    Science.gov (United States)

    Chan, Tak Cheung; Petrie, Garth

    2000-01-01

    Examines how school design facilitates learning by complementing how the brain learns. How the brain learns is discussed and how an artistic environment, spaciousness in the learning areas, color and lighting, and optimal thermal and acoustical environments aid student learning. School design suggestions conclude the article. (GR)

  5. Design space of electrostatic chuck in etching chamber

    International Nuclear Information System (INIS)

    Sun Yuchun; Cheng Jia; Lu Yijia; Hou Yuemin; Ji Linhong

    2015-01-01

    One of the core semiconductor devices is the electrostatic chuck. It has been widely used in plasma-based and vacuum-based semiconductor processing. The electrostatic chuck plays an important role in adsorbing and cooling/heating wafers, and has technical advantages on non-edge exclusion, high reliability, wafer planarity, particles reduction and so on. This article extracts key design elements from the existing knowledge and techniques of electrostatic chuck by the method proposed by Paul and Beitz, and establishes a design space systematically. The design space is composed of working objects, working principles and working structures. The working objects involve electrostatic chuck components and materials, classifications, and relevant properties; the working principles involve clamping force, residual force, and temperature control; the working structures describe how to compose an electrostatic chuck and to fulfill the overall functions. The systematic design space exhibits the main issues during electrostatic chuck design. The design space will facilitate and inspire designers to improve the design quality and shorten the design time in the conceptual design. (paper)

  6. Learning Design for Sustainable Educational and Professional Development

    DEFF Research Database (Denmark)

    Godsk, Mikkel; Bjælde, Ole Eggers; Caspersen, Michael E.

    2015-01-01

    This poster presents the impact of two learning design initiatives at Faculty of Science and Technology, Aarhus University: the professional development module ‘Digital Learning Design’ (DiLD) for assistant professors and postdocs, and the STREAM learning design model for enhancing and transformi...... modules. Both DiLD and the STREAM model have proven to be effective for encouraging educators across all career steps to embrace the potential of educational technology in science higher education and for improving teaching and learning.......This poster presents the impact of two learning design initiatives at Faculty of Science and Technology, Aarhus University: the professional development module ‘Digital Learning Design’ (DiLD) for assistant professors and postdocs, and the STREAM learning design model for enhancing and transforming...

  7. Effective e-Learning by Thoughtful Design

    Directory of Open Access Journals (Sweden)

    Gordon Joyes

    2009-11-01

    Full Text Available This paper provides an insight into an e-learning design approach that has been used by the author in a wide range of contexts in Higher Education as part of an ongoing enquiry into transforming online teaching and learning within sustainable 'real' courses. A key driver has been the need to engage learners in Higher Education in moving from consumers to producers of knowledge and to engage in communities of practice through the use of online tools for learning. These developments use an analytic framework to support thoughtful e-learning design and insights into the way his framework has been applied are presented through a number of case studies. This work is shaping Web2.0 technologies to match a learning rather than a social agenda by casting them in particular learning activities within specific contexts for particular learning purposes.Keywords: e-learning, activity theory

  8. Online learning control using adaptive critic designs with sparse kernel machines.

    Science.gov (United States)

    Xu, Xin; Hou, Zhongsheng; Lian, Chuanqiang; He, Haibo

    2013-05-01

    In the past decade, adaptive critic designs (ACDs), including heuristic dynamic programming (HDP), dual heuristic programming (DHP), and their action-dependent ones, have been widely studied to realize online learning control of dynamical systems. However, because neural networks with manually designed features are commonly used to deal with continuous state and action spaces, the generalization capability and learning efficiency of previous ACDs still need to be improved. In this paper, a novel framework of ACDs with sparse kernel machines is presented by integrating kernel methods into the critic of ACDs. To improve the generalization capability as well as the computational efficiency of kernel machines, a sparsification method based on the approximately linear dependence analysis is used. Using the sparse kernel machines, two kernel-based ACD algorithms, that is, kernel HDP (KHDP) and kernel DHP (KDHP), are proposed and their performance is analyzed both theoretically and empirically. Because of the representation learning and generalization capability of sparse kernel machines, KHDP and KDHP can obtain much better performance than previous HDP and DHP with manually designed neural networks. Simulation and experimental results of two nonlinear control problems, that is, a continuous-action inverted pendulum problem and a ball and plate control problem, demonstrate the effectiveness of the proposed kernel ACD methods.

  9. MAP: an iterative experimental design methodology for the optimization of catalytic search space structure modeling.

    Science.gov (United States)

    Baumes, Laurent A

    2006-01-01

    One of the main problems in high-throughput research for materials is still the design of experiments. At early stages of discovery programs, purely exploratory methodologies coupled with fast screening tools should be employed. This should lead to opportunities to find unexpected catalytic results and identify the "groups" of catalyst outputs, providing well-defined boundaries for future optimizations. However, very few new papers deal with strategies that guide exploratory studies. Mostly, traditional designs, homogeneous covering, or simple random samplings are exploited. Typical catalytic output distributions exhibit unbalanced datasets for which an efficient learning is hardly carried out, and interesting but rare classes are usually unrecognized. Here is suggested a new iterative algorithm for the characterization of the search space structure, working independently of learning processes. It enhances recognition rates by transferring catalysts to be screened from "performance-stable" space zones to "unsteady" ones which necessitate more experiments to be well-modeled. The evaluation of new algorithm attempts through benchmarks is compulsory due to the lack of past proofs about their efficiency. The method is detailed and thoroughly tested with mathematical functions exhibiting different levels of complexity. The strategy is not only empirically evaluated, the effect or efficiency of sampling on future Machine Learning performances is also quantified. The minimum sample size required by the algorithm for being statistically discriminated from simple random sampling is investigated.

  10. Designing Professional Learning Communities through Understanding the Beliefs of Learning

    Science.gov (United States)

    Ke, Jie; Kang, Rui; Liu, Di

    2016-01-01

    This study was designed to initiate the process of building professional development learning communities for pre-service math teachers through revealing those teachers' conceptions/beliefs of students' learning and their own learning in China. It examines Chinese pre-service math teachers' conceptions of student learning and their related…

  11. Blended Interaction Spaces for Collaborative Design

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim; Klokmose, Clemens Nylandsted

    During the past five years, we have explored the use, potentials and challenges of Blended Interaction spaces. In addition, we have a long background in developing and exploring methods for collaborative design. In this workshop paper, we give an overview of our work and present our visions...... and ongoing research in developing Blended Interaction spaces for collaborative design. We then identify key themes and challenges pertinent for the workshop....

  12. Utilizing Uncertainty Multidisciplinary Design Optimization for Conceptual Design of Space Systems

    NARCIS (Netherlands)

    Yao, W.; Guo, J.; Chen, X.; Van Tooren, M.

    2010-01-01

    With progress of space technology and increase of space mission demand, requirements for robustness and reliability of space systems are ever-increasing. For the whole space mission life cycle, the most important decisions are made in the conceptual design phase, so it is very crucial to take

  13. Entertainment, Engagement and Education: Foundations and Developments in Digital and Physical Spaces to Support Learning through Making

    DEFF Research Database (Denmark)

    Giannakos, Michail N.; Divitini, Monica; Iversen, Ole Sejer

    2017-01-01

    like problem solving, design thinking, collaboration, and innovation, to mention few. Contemporary technical and infrastructural developments, like Hackerspaces, Makerspaces, TechShops, FabLabs and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive......Making is a relatively new concept applied to describe the increasing attention on constructing activities to enable entertaining, engaging and efficient learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities...... programming languages; posit making as a very promising research area to support the learning processes, especially towards the acquisition of 21st Century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand...

  14. Exploration-Related Research on the International Space Station: Connecting Science Results to the Design of Future Missions

    Science.gov (United States)

    Rhatigan, Jennifer L.; Robinson, Julie A.; Sawin, Charles F.; Ahlf, Peter R.

    2005-01-01

    In January, 2004, the US President announced a vision for space exploration, and charged NASA with utilizing the International Space Station (ISS) for research and technology targeted at supporting the US space exploration goals. This paper describes: 1) what we have learned from the first four years of research on ISS relative to the exploration mission, 2) the on-going research being conducted in this regard, 3) our current understanding of the major exploration mission risks that the ISS can be used to address, and 4) current progress in realigning NASA s research portfolio for ISS to support exploration missions. Specifically, we discuss the focus of research on solving the perplexing problems of maintaining human health on long-duration missions, and the development of countermeasures to protect humans from the space environment, enabling long duration exploration missions. The interchange between mission design and research needs is dynamic, where design decisions influence the type of research needed, and results of research influence design decisions. The fundamental challenge to science on ISS is completing experiments that answer key questions in time to shape design decisions for future exploration. In this context, exploration-relevant research must do more than be conceptually connected to design decisions-it must become a part of the mission design process.

  15. Meta-Design and the Triple Learning Organization in Architectural Design Process

    Science.gov (United States)

    Barelkowski, Robert

    2017-10-01

    The paper delves into the improvement of Meta-Design methodology being the result of implementation of triple learning organization. Grown from the concept of reflective practice, it offers an opportunity to segregate and hierarchize both criteria and knowledge management and at least twofold application. It induces constant feedback loops recharging the basic level of “design” with second level of “learning from design” and third level of “learning from learning”. While learning from design reflects the absorption of knowledge, structuralization of skills, management of information, learning from learning gives deeper understanding and provides axiological perspective which is necessary when combining cultural, social, and abstract conceptual problems. The second level involves multidisciplinary applications imported from many engineering disciplines, technical sciences, but also psychological background, or social environment. The third level confronts these applications with their respective sciences (wide extra-architectural knowledge) and axiological issues. This distinction may be represented in difference between e.g. purposeful, systemic use of participatory design which again generates experience-by-doing versus use of disciplinary knowledge starting from its theoretical framework, then narrowed down to be relevant to particular design task. The paper discusses the application in two cases: awarded competition proposal of Digital Arts Museum in Madrid and BAIRI university building. Both cases summarize the effects of implementation and expose the impact of triple-loop knowledge circles onto design, teaching the architect or helping them to learn how to manage information flows and how to accommodate paradigm shifts in the architectural design process.

  16. Professional Discussion Groups: Informal Learning in a Third Space

    Science.gov (United States)

    Jordan, Robert A.

    2013-01-01

    In this ethnographic study, I explored two discussion groups and discovered Third Space elements such as cultural hybridity, counterscript, and sharing of experiences and resources contributed to a safe learning environment existing at the boundaries between participant personal and professional spaces. The groups operated under the auspices of a…

  17. Project Management Approaches for Online Learning Design

    Science.gov (United States)

    Eby, Gulsun; Yuzer, T. Volkan

    2013-01-01

    Developments in online learning and its design are areas that continue to grow in order to enhance students' learning environments and experiences. However, in the implementation of new technologies, the importance of properly and fairly overseeing these courses is often undervalued. "Project Management Approaches for Online Learning Design"…

  18. Design and Development of a Learning Design Virtual Internship Program

    Science.gov (United States)

    Ruggiero, Dana; Boehm, Jeff

    2016-01-01

    Incorporation of practical experience in learning design and technology education has long been accepted as an important step in the developmental process of future learning designers. The proliferation of adult online education has increased the number of graduate students who are in need of a practical internship placement but have limited…

  19. Action Research to Improve the Learning Space for Diagnostic Techniques

    Directory of Open Access Journals (Sweden)

    Ellen Ariel

    2015-08-01

    Full Text Available The module described and evaluated here was created in response to perceived learning difficulties in diagnostic test design and interpretation for students in third-year Clinical Microbiology. Previously, the activities in lectures and laboratory classes in the module fell into the lower cognitive operations of “knowledge” and “understanding.” The new approach was to exchange part of the traditional activities with elements of interactive learning, where students had the opportunity to engage in deep learning using a variety of learning styles. The effectiveness of the new curriculum was assessed by means of on-course student assessment throughout the module, a final exam, an anonymous questionnaire on student evaluation of the different activities and a focus group of volunteers. Although the new curriculum enabled a major part of the student cohort to achieve higher pass grades (p < 0.001, it did not meet the requirements of the weaker students, and the proportion of the students failing the module remained at 34%. The action research applied here provided a number of valuable suggestions from students on how to improve future curricula from their perspective. Most importantly, an interactive online program that facilitated flexibility in the learning space for the different reagents and their interaction in diagnostic tests was proposed. The methods applied to improve and assess a curriculum refresh by involving students as partners in the process, as well as the outcomes, are discussed.

  20. Action Research to Improve the Learning Space for Diagnostic Techniques.

    Science.gov (United States)

    Ariel, Ellen; Owens, Leigh

    2015-12-01

    The module described and evaluated here was created in response to perceived learning difficulties in diagnostic test design and interpretation for students in third-year Clinical Microbiology. Previously, the activities in lectures and laboratory classes in the module fell into the lower cognitive operations of "knowledge" and "understanding." The new approach was to exchange part of the traditional activities with elements of interactive learning, where students had the opportunity to engage in deep learning using a variety of learning styles. The effectiveness of the new curriculum was assessed by means of on-course student assessment throughout the module, a final exam, an anonymous questionnaire on student evaluation of the different activities and a focus group of volunteers. Although the new curriculum enabled a major part of the student cohort to achieve higher pass grades (p < 0.001), it did not meet the requirements of the weaker students, and the proportion of the students failing the module remained at 34%. The action research applied here provided a number of valuable suggestions from students on how to improve future curricula from their perspective. Most importantly, an interactive online program that facilitated flexibility in the learning space for the different reagents and their interaction in diagnostic tests was proposed. The methods applied to improve and assess a curriculum refresh by involving students as partners in the process, as well as the outcomes, are discussed. Journal of Microbiology & Biology Education.

  1. From Commons to Classroom: The Evolution of Learning Spaces in Academic Libraries

    Science.gov (United States)

    Karasic, Victoria

    2016-01-01

    Over the past two decades, academic library spaces have evolved to meet the changing teaching and learning needs of diverse campus communities. The Information Commons combines the physical and virtual in an informal library space, whereas the recent Active Learning Classroom creates a more formal setting for collaboration. As scholarship has…

  2. Representation of Coordination Mechanisms in IMS Learning Design to Support Group-based Learning

    NARCIS (Netherlands)

    Miao, Yongwu; Burgos, Daniel; Griffiths, David; Koper, Rob

    2007-01-01

    Miao, Y., Burgos, D., Griffiths, D., & Koper, R. (2008). Representation of Coordination Mechanisms in IMS Learning Design to Support Group-based Learning. In L. Lockyer, S. Bennet, S. Agostinho & B. Harper (Eds.), Handbook of Research on Learning Design and Learning Objects: Issues, Applications and

  3. Intentional Process for Intentional Space: Higher Education Classroom Spaces for Learning

    Science.gov (United States)

    Olsen, Taimi; Guffey, Stanley

    2016-01-01

    This chapter addresses the confluence of theory and practice in developing and using "flexible" classrooms for student learning. A large classroom building renovation will be described, in terms of how collaboration and co-creation of value led to early success of the renovated space. Co-creation of value for staff and faculty can help…

  4. Designing for Diverse Learning: Case Study of Place-Based Learning in Design and Technologies Pre-Service Teacher Education

    Science.gov (United States)

    Best, Marnie; MacGregor, Denise; Price, Deborah

    2017-01-01

    Place-based learning experiences in Design and Technologies education connect people and place with design processes and products. Drawing on place-based learning, this case study shares the experiences of eight final year pre-service Design and Technologies education students from the University of South Australia as they collaborated with…

  5. Flexible learning and the design of instruction

    NARCIS (Netherlands)

    Collis, Betty; Nikolova, Iliana

    1998-01-01

    The paper deals with the problem of designing flexible learning and instruction. Flexibility is considered both from the learner's and the designer's perspective. The potential of telematics in the design, development and implementation of flexible and distance learning is discussed. A Method for

  6. Designing for Learning and Play - The Smiley Model as Framework

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    digital games. The Smiley Model inspired and provided a scaffold or a heuristic for the overall gamified learning design –- as well as for the students’ learning game design processes when creating small games turning the learning situation into an engaging experience. The audience for the experiments......This paper presents a framework for designing engaging learning experiences in games – the Smiley Model. In this Design-Based Research project, student-game-designers were learning inside a gamified learning design - while designing and implementing learning goals from curriculum into the small...... was adult upper secondary general students as well as 7th grade primary school students. The intention with this article is to inspire future learning designers that would like to experiment with integrating learning and play....

  7. Design of Urban Public Spaces: Intent vs. Reality

    Directory of Open Access Journals (Sweden)

    Mikkel Hjort

    2018-04-01

    Full Text Available This study investigated how two public spaces for sport and recreation were utilized by different user groups, and how this aligned with the initial design objectives for these spaces. Two newly built urban spaces situated in Copenhagen, Denmark, provided the context for this investigation. The System for Observing Play and Recreation in Communities (SOPARC was used to examine the physical activity of users in these two urban spaces. The architects responsible for designing each space were interviewed to ascertain the intended target group of each space and to unravel the reasons behind the design decisions. The SOPARC observations revealed that males were more vigorously active than females when using the recreation facilities, and the observed users did not align with the intended target groups. The interviews suggested that design decisions were based on minimal interdisciplinary knowledge, and that expert knowledge was chosen randomly. These findings point to a systematic lack of evidence-based practice when designing sport and recreational facilities. This article has implications for landscape architects and urban planners; a new method must be developed to embed interdisciplinary knowledge in the planning process of future sport and recreation projects. This must be done in a systematic way to make the design process transparent.

  8. Model-Based Engineering Design for Trade Space Exploration throughout the Design Cycle

    Science.gov (United States)

    Lamassoure, Elisabeth S.; Wall, Stephen D.; Easter, Robert W.

    2004-01-01

    This paper presents ongoing work to standardize model-based system engineering as a complement to point design development in the conceptual design phase of deep space missions. It summarizes two first steps towards practical application of this capability within the framework of concurrent engineering design teams and their customers. The first step is standard generation of system sensitivities models as the output of concurrent engineering design sessions, representing the local trade space around a point design. A review of the chosen model development process, and the results of three case study examples, demonstrate that a simple update to the concurrent engineering design process can easily capture sensitivities to key requirements. It can serve as a valuable tool to analyze design drivers and uncover breakpoints in the design. The second step is development of rough-order- of-magnitude, broad-range-of-validity design models for rapid exploration of the trade space, before selection of a point design. At least one case study demonstrated the feasibility to generate such models in a concurrent engineering session. The experiment indicated that such a capability could yield valid system-level conclusions for a trade space composed of understood elements. Ongoing efforts are assessing the practicality of developing end-to-end system-level design models for use before even convening the first concurrent engineering session, starting with modeling an end-to-end Mars architecture.

  9. Balancing Design Project Supervision and Learning Facilitation

    DEFF Research Database (Denmark)

    Nielsen, Louise Møller

    2012-01-01

    experiences and expertise to guide the students’ decisions in relation to the design project. This paper focuses on project supervision in the context of design education – and more specifically on how this supervision is unfolded in a Problem Based Learning culture. The paper explores the supervisor......’s balance between the roles: 1) Design Project Supervisor – and 2) Learning Facilitator – with the aim to understand when to apply the different roles, and what to be aware of when doing so. This paper represents the first pilot-study of a larger research effort. It is based on a Lego Serious Play workshop......In design there is a long tradition for apprenticeship, as well as tradition for learning through design projects. Today many design educations are positioned within the University context, and have to be aligned with the learning culture and structure, which they represent. This raises a specific...

  10. Designing for Learning in Coupled Contexts

    DEFF Research Database (Denmark)

    Gleerup, Janne; Heilesen, Simon; Helms, Niels Henrik

    2014-01-01

    -service training, relate to one another. This chapter is an account of an experiment in designing for net-based vocational learning with the aim of providing a coupling between widely different learning contexts. The actual design process used is based on a recently developed method for user-driven innovation...

  11. Teaching Strategies to Promote Concept Learning by Design Challenges

    Science.gov (United States)

    Van Breukelen, Dave; Van Meel, Adrianus; De Vries, Marc

    2017-01-01

    Background: This study is the second study of a design-based research, organised around four studies, that aims to improve student learning, teaching skills and teacher training concerning the design-based learning approach called Learning by Design (LBD). Purpose: LBD uses the context of design challenges to learn, among other things, science.…

  12. Teachers as Designers of Technology Enhanced Learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit

    2015-01-01

    While the benefits of teacher involvement in designing technology enhanced learning are acknowledged in the literature, far less is known about shaping that involvement to yield those benefits. Research is needed to understand how teachers learn through design; how teacher design activities may be

  13. Teachers as Designers of Technology Enhanced Learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit

    2016-01-01

    While the benefits of teacher involvement in designing technology enhanced learning are acknowledged in the literature, far less is known about shaping that involvement to yield those benefits. Research is needed to understand how teachers learn through design; how teacher design activities may be

  14. Lessons Learned for Space Safety from the Fukushima Nuclear Power Plant Accident

    Science.gov (United States)

    Nogami, Manami; Miki, Masami; Mitsui, Masami; Kawada, Ysuhiro; Takeuchi, Nobuo

    2013-09-01

    On March 11 2011, Tohoku Region Pacific Coast Earthquake hit Japan and caused the devastating damage. The Fukushima Nuclear Power Station (NPS) was also severely damaged.The Japanese NPSs are designed based on the detailed safety requirements and have multiple-folds of hazard controls to the catastrophic hazards as in space system. However, according to the initial information from the Tokyo Electric Power Company (TEPCO) and the Japanese government, the larger-than-expected tsunami and subsequent events lost the all hazard controls to the release of radioactive materials.At the 5th IAASS, Lessons Learned from this disaster was reported [1] mainly based on the "Report of the Japanese Government to the IAEA Ministerial Conference on Nuclear Safety" [2] published by Nuclear Emergency Response Headquarters in June 2011, three months after the earthquake.Up to 2012 summer, the major investigation boards, including the Japanese Diet, the Japanese Cabinet and TEPCO, published their final reports, in which detailed causes of this accident and several recommendations are assessed from each perspective.In this paper, the authors examine to introduce the lessons learned to be applied to the space safety as findings from these reports.

  15. Local Farmers' Organisations: A Space for Peer-to-Peer Learning? The Case of Milk Collection Cooperatives in Morocco

    Science.gov (United States)

    Faysse, Nicolas; Srairi, Mohamed Taher; Errahj, Mostafa

    2012-01-01

    Purpose: The study investigated to what extent local farmers' organisations are spaces where farmers discuss, learn and innovate. Design/methodology/approach: Two milk collection cooperatives in Morocco were studied. The study analysed the discussion networks, their impacts on farmers' knowledge and innovation, and the performance of collective…

  16. Context-Adaptive Learning Designs by Using Semantic Web Services

    Science.gov (United States)

    Dietze, Stefan; Gugliotta, Alessio; Domingue, John

    2007-01-01

    IMS Learning Design (IMS-LD) is a promising technology aimed at supporting learning processes. IMS-LD packages contain the learning process metadata as well as the learning resources. However, the allocation of resources--whether data or services--within the learning design is done manually at design-time on the basis of the subjective appraisals…

  17. Wooden Spaceships: Human-Centered Vehicle Design for Space

    Science.gov (United States)

    Twyford, Evan

    2009-01-01

    Presentation will focus on creative human centered design solutions in relation to manned space vehicle design and development in the NASA culture. We will talk about design process, iterative prototyping, mockup building and user testing and evaluation. We will take an inside look at how new space vehicle concepts are developed and designed for real life exploration scenarios.

  18. Towards Ways to Promote Interaction in Digital Learning Spaces

    OpenAIRE

    Olsson , Hanna ,

    2012-01-01

    Part 7: Doctoral Student Papers; International audience; Social learning is dependent on social interactions. I am exploring ways to promote interaction in Digital Learning Spaces. As theoretical framework I use the types of interaction between learner, instructor and content. That learners feel isolated and lonely in DLSs is a problem which comes at high cost for social learning. My aim is to promote social interaction by offering the edentity: a system for making participants visible to eac...

  19. Learning Latent Vector Spaces for Product Search

    NARCIS (Netherlands)

    Van Gysel, C.; de Rijke, M.; Kanoulas, E.

    2016-01-01

    We introduce a novel latent vector space model that jointly learns the latent representations of words, e-commerce products and a mapping between the two without the need for explicit annotations. The power of the model lies in its ability to directly model the discriminative relation between

  20. A Framework for the Flexible Content Packaging of Learning Objects and Learning Designs

    Science.gov (United States)

    Lukasiak, Jason; Agostinho, Shirley; Burnett, Ian; Drury, Gerrard; Goodes, Jason; Bennett, Sue; Lockyer, Lori; Harper, Barry

    2004-01-01

    This paper presents a platform-independent method for packaging learning objects and learning designs. The method, entitled a Smart Learning Design Framework, is based on the MPEG-21 standard, and uses IEEE Learning Object Metadata (LOM) to provide bibliographic, technical, and pedagogical descriptors for the retrieval and description of learning…

  1. The Rhetoric of Multi-Display Learning Spaces: exploratory experiences in visual art disciplines

    Directory of Open Access Journals (Sweden)

    Brett Bligh

    2010-11-01

    Full Text Available Multi-Display Learning Spaces (MD-LS comprise technologies to allow the viewing of multiple simultaneous visual materials, modes of learning which encourage critical reflection upon these materials, and spatial configurations which afford interaction between learners and the materials in orchestrated ways. In this paper we provide an argument for the benefits of Multi-Display Learning Spaces in supporting complex, disciplinary reasoning within learning, focussing upon our experiences within postgraduate visual arts education. The importance of considering the affordances of the physical environment within education has been acknowledged by the recent attention given to Learning Spaces, yet within visual art disciplines the perception of visual material within a given space has long been seen as a key methodological consideration with implications for the identity of the discipline itself. We analyse the methodological, technological and spatial affordances of MD-LS to support learning, and discuss comparative viewing as a disciplinary method to structure visual analysis within the space which benefits from the simultaneous display of multiple partitions of visual evidence. We offer an analysis of the role of the teacher in authoring and orchestration and conclude by proposing a more general structure for what we term ‘multiple perspective learning’, in which the presentation of multiple pieces of visual evidence creates the conditions for complex argumentation within Higher Education.

  2. Case-based learning in VTLE: An effective strategy for improving learning design

    OpenAIRE

    Guàrdia Ortiz, Lourdes; Sangrà, Albert; Maina, Marcelo Fabián

    2014-01-01

    This article presents preliminary research from an instructional design perspective on the design of the case method as an integral part of pedagogy and technology. Key features and benefits using this teaching and learning strategy in a Virtual Teaching and Learning Environment (VTLE) are identified, taking into account the requirements of the European Higher Education Area (EHEA) for a competence-based curricula design. The implications of these findings for a learning object appro...

  3. Inclusive E-Learning - Towards an Integrated System Design.

    Science.gov (United States)

    Patzer, Yasmin; Pinkwart, Niels

    2017-01-01

    At first sight there seem to be issues combining technical accessibility guidelines and educational needs when designing inclusive E-Learning. Furthermore Universal Design for Learning seems to contradict individualization. In this paper we address both issues with an inclusive E-Learning design for the LAYA system, which targets disabled and non-disabled learners.

  4. Helping Education Students Understand Learning through Designing

    Science.gov (United States)

    Ronen-Fuhrmann, Tamar; Kali, Yael; Hoadley, Christopher

    2008-01-01

    This article describes a course in which graduate students in education learn practical and theoretical aspects of educational design by creating technologies for learning. The course was built around three themes: "Analyzing technologies," in which students study state-of- the-art technologies and interview their designers; "design studio," in…

  5. The construction of fictional space in participatory design practice

    DEFF Research Database (Denmark)

    Dindler, Christian

    2010-01-01

    games of make-believe mediated by props. The motivation for discussing fictional space is traced through ongoing work on designing new exhibition spaces for museums. Through a case study from a participatory design session, it is explored how games of make-believe progress and the role of props...... the process through which participants in participatory design create a design space in which established conventions of everyday practice are altered or suspended. With inspiration from literary theory, it is argued that the production of fictional space may be understood in terms of participants practicing...

  6. Learning Studios for Introductory Accounting

    Science.gov (United States)

    Yourstone, Steven A.; Tepper, Robert J.

    2014-01-01

    Although originally designed for science courses, learning studios have been introduced at over 100 college campuses in a variety of disciplines. Our study focuses on the differences between classrooms designed as lecture spaces versus classrooms designed as learning studios. The impetus is the growing number of learning studios and…

  7. A New Design Approach to Game-Based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2012-01-01

    to ground the student’s reason to learn. This paper proposes a different approach: using visualisation in immersive 3D worlds as both documentation of learning progress and as a reward system which motivates further learning. The overall design idea is to build a game based learning system from three......This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject......-based learning system, but will also confront aspects of modern learning theory, especially the notion of reference between the content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way of tackling the common experience of the average...

  8. What is the teachers’ role when students learn through design of learning games in a scaffolded gamified learning environment?

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    The aim of this research project is to create a reusable and flexible gamified learning design where the students are learning subject matters through the design of digital learning games. The students are their own learning designers forming teams that create games. The teams also peer review...... how the use of pre-build learning games in education can be taken a step further into the building of learning games while implementing subject matters from curriculum, not only focussing on the creative game design process. The aim of the form of this learning design is to scaffold the novice....../ play test each others games as a way to qualify the learning taking place around as well as inside the games they are building. The discussion is focusing on how the chosen pedagogical approach is framed within the gamified environment as well as on how the teachers can guide and scaffold the learning...

  9. Design of Learning Objects for Concept Learning: Effects of Multimedia Learning Principles and an Instructional Approach

    Science.gov (United States)

    Chiu, Thomas K. F.; Churchill, Daniel

    2016-01-01

    Literature suggests using multimedia learning principles in the design of instructional material. However, these principles may not be sufficient for the design of learning objects for concept learning in mathematics. This paper reports on an experimental study that investigated the effects of an instructional approach, which includes two teaching…

  10. Teachers as Designers of Technology Enhanced Learning

    Science.gov (United States)

    Kali, Yael; McKenney, Susan; Sagy, Ornit

    2015-01-01

    While the benefits of teacher involvement in designing technology enhanced learning are acknowledged in the literature, far less is known about shaping that involvement to yield those benefits. Research is needed to understand how teachers learn through design; how teacher design activities may be supported; and how teacher involvement in design…

  11. Post Millennium Urban Space Design in Denmark

    DEFF Research Database (Denmark)

    Kiib, Hans

    Hans Kiib Post Millennium Urban Space Design in Denmark - a survey on 100 Danish projects from 2002 – 2010. This article is based on an evaluation of 100 Danish open space projects form 2000 – 2010. The projects was initially proposals from Danish municipalities for the Campaign on Better Open...... Spaces (Bedre Byrums Kampagne) run by Realdania stating in 2002. These projects are all proposed just after 2002. Based on the quality of the projects including the goals for the proposal, the quality of the proposed design, and finally to what extent the projects contributed to new concepts...... and perspectives in open space design, 24 proposals were selected for further development. These projects were developed in the period from 2003 – 2007 with support from consultants. The evaluation has been carried out in 2011. It categorizes the initial 100 projects in relation to location, goals, concepts, scale...

  12. Designing learning environments to promote student learning: ergonomics in all but name.

    Science.gov (United States)

    Smith, Thomas J

    2013-01-01

    This report introduces evidence for the conclusion that a common theme underlies almost all proposed solutions for improving the performance of K-12 students, namely their reliance on the design of educational system environments, features and operations. Two categories of design factors impacting such performance are addressed: (1) 9 factors reliably shown to have a strong influence - namely environmental design of classroom and building facilities, longer exposure to learning, cooperative learning designs, early childhood education, teaching quality, nutritional adequacy, participation in physical activity, good physical fitness, and school-community integration; and (2) 11 factors with an equivocal, varied or weak influence - classroom technology, online learning environments, smaller class size, school choice, school funding, school size, school start times, teacher training level, amount of homework, student self-confidence and informal learning. It is concluded that: (1) student learning outcomes, and more broadly the edifice of education itself, are largely defined in terms of an extensive system of design factors and conditions; (2) the time is long overdue for the educational system to acknowledge the central role of E/HF design as the major influence on student performance and learning; and (3) K-12 educators and administrators should emphasize allocation of resources to design factors reliably shown to have a strongly positive impact on student performance, but should treat expenditure on factors with equivocal, varied or weak influence on such performance with more caution and/or skepticism.

  13. Design Fixation and Cooperative Learning in Elementary Engineering Design Project: A Case Study

    Directory of Open Access Journals (Sweden)

    Yi Luo

    2015-09-01

    Full Text Available This paper presents a case study examining 3rd, 4th and 5th graders’ design fixation and cooperative learning in an engineering design project. A mixed methods instrument, the Cooperative Learning Observation Protocol (CLOP, was adapted to record frequency and class observation on cooperative learning engagement through detailed field notes. Students’ design journals and reflections were also analyzed for an inductive qualitative analysis. The findings indicate three major themes of design fixation: 1 fixation on common features of things; 2 fixation on popular teenage culture; 3 fixation on the first design idea. In the cooperative learning process of elementary engineering design project, although pupils had demonstrated some abilities to solve concrete problems in a logical fashion, the participants encountered a number of obstacles in the group. Dominance, social loafing, and other problems occurring in the group process might have offset certain benefits of cooperative learning. Implications of the findings are also discussed.

  14. Design fixation and cooperative learning in elementary engineering design project: A case study

    Directory of Open Access Journals (Sweden)

    Yi Luo

    2015-09-01

    Full Text Available This paper presents a case study examining 3rd, 4th and 5th graders’ design fixation and cooperative learning in an engineering design project. A mixed methods instrument, the Cooperative Learning Observation Protocol (CLOP, was adapted to record frequency and class observation on cooperative learning engagement through detailed field notes. Students’ design journals and reflections were also analyzed for an inductive qualitative analysis. The findings indicate three major themes of design fixation: 1 fixation on common features of things; 2 fixation on popular teenage culture; 3 fixation on the first design idea. In the cooperative learning process of elementary engineering design project, although pupils had demonstrated some abilities to solve concrete problems in a logical fashion, the participants encountered a number of obstacles in the group. Dominance, social loafing, and other problems occurring in the group process might have offset certain benefits of cooperative learning. Implications of the findings are also discussed.

  15. Developing a Design Methodology for Web 2.0 Mediated Learning

    DEFF Research Database (Denmark)

    Buus, Lillian; Georgsen, Marianne; Ryberg, Thomas

    In this paper we discuss the notion of a learning methodology and situate this within the wider frame of learning design or ?Designing for Learning?. We discuss existing work within this broad area by trying to categorize different approaches and interpretations and we present our development...... of particular ?mediating design artefacts?. We discuss what can be viewed as a lack of attention paid to integrating the preferred teaching styles and learning philosophies of practitioners into design tools, and present a particular method for learning design; the COllaborative E-learning Design method (Co......Ed). We describe how this method has been adopted as part of a learning methodology building on concepts and models presented in the other symposium papers, in particular those of active, problem based learning and web 2.0-technologies. The challenge of designing on the basis of an explicit learning...

  16. Developing a Design Methodology for Web 2.0 Mediated Learning

    DEFF Research Database (Denmark)

    Buus, Lillian; Georgsen, Marianne; Ryberg, Thomas

    2017-01-01

    In this paper we discuss the notion of a learning methodology and situate this within the wider frame of learning design or ?Designing for Learning?. We discuss existing work within this broad area by trying to categorize different approaches and interpretations and we present our development...... of particular ?mediating design artefacts?. We discuss what can be viewed as a lack of attention paid to integrating the preferred teaching styles and learning philosophies of practitioners into design tools, and present a particular method for learning design; the COllaborative E-learning Design method (Co......Ed). We describe how this method has been adopted as part of a learning methodology building on concepts and models presented in the other symposium papers, in particular those of active, problem based learning and web 2.0-technologies. The challenge of designing on the basis of an explicit learning...

  17. Storytelling in videogames: a cultural space to learn emocional habilities

    Directory of Open Access Journals (Sweden)

    Graciela Alicia ESNAOLA HORACEK

    2017-07-01

    Full Text Available We want to analyze the characteristics of nowadays learning and the construction of the social identity through the storytelling of videogames. We recognize these technologies as an “homogeneous culture discourse” that can only be understood searching the keys that move the world beyond the walls of the school. From this perspective we are interested in the new spaces of power and authority that these technologies introduce in the institutions. To understand these processes we organize the analysis around certain aspects that operate in the interaction between children and this object. These reasons will guide us in the analyses. The problem of our investigation is defined by stating that videogames are involved in the construction of the social identity of the users facilitating archetypes of identification models. These discourses, also, design learning modes that generate a microculture of practices and meanings with a particular logic different from the school culture. As educators, we are interested in understanding how students organize their behaviours and identifications once immersed in this technological culture. Furthermore, we aim at comprehending the communicative strategies developed by users when utilizing this technology. We claim that these cultural behaviours bring about consequences in academic learning. This investigation presents basic aspects of the theoretical background, underpinning the construction of the social identity in the context of the global condition and the hybridization of cultures. We point out the characteristics of the cultural scenario linking the students and the Informational Society. It also studies in depth the characteristics of the digitalization of the narrative space and the ludic area, which offer us the possibility to analyze videogames from a complex perspective. To sum up, our main interest is to ascertain the characteristics of learning within the storytelling and game narrative generated

  18. Lessons Learned from the Node 1 Atmosphere Control and Storage and Water Recovery and Management Subsystem Design

    Science.gov (United States)

    Williams, David E.

    2011-01-01

    Node 1 flew to the International Space Station (ISS) on Flight 2A during December 1998. To date the National Aeronautics and Space Administration (NASA) has learned a lot of lessons from this module based on its history of approximately two years of acceptance testing on the ground and currently its twelve years on-orbit. This paper will provide an overview of the ISS Environmental Control and Life Support (ECLS) design of the Node 1 Atmosphere Control and Storage (ACS) and Water Recovery and Management (WRM) subsystems and it will document some of the lessons that have been learned to date for these subsystems based on problems prelaunch, problems encountered on-orbit, and operational problems/concerns. It is hoped that documenting these lessons learned from ISS will help in preventing them in future Programs.

  19. A Novel Transfer Learning Method Based on Common Space Mapping and Weighted Domain Matching

    KAUST Repository

    Liang, Ru-Ze; Xie, Wei; Li, Weizhi; Wang, Hongqi; Wang, Jim Jing-Yan; Taylor, Lisa

    2017-01-01

    In this paper, we propose a novel learning framework for the problem of domain transfer learning. We map the data of two domains to one single common space, and learn a classifier in this common space. Then we adapt the common classifier to the two domains by adding two adaptive functions to it respectively. In the common space, the target domain data points are weighted and matched to the target domain in term of distributions. The weighting terms of source domain data points and the target domain classification responses are also regularized by the local reconstruction coefficients. The novel transfer learning framework is evaluated over some benchmark cross-domain data sets, and it outperforms the existing state-of-the-art transfer learning methods.

  20. A Novel Transfer Learning Method Based on Common Space Mapping and Weighted Domain Matching

    KAUST Repository

    Liang, Ru-Ze

    2017-01-17

    In this paper, we propose a novel learning framework for the problem of domain transfer learning. We map the data of two domains to one single common space, and learn a classifier in this common space. Then we adapt the common classifier to the two domains by adding two adaptive functions to it respectively. In the common space, the target domain data points are weighted and matched to the target domain in term of distributions. The weighting terms of source domain data points and the target domain classification responses are also regularized by the local reconstruction coefficients. The novel transfer learning framework is evaluated over some benchmark cross-domain data sets, and it outperforms the existing state-of-the-art transfer learning methods.

  1. Space-Time Code Designs for Broadband Wireless Communications

    National Research Council Canada - National Science Library

    Xia, Xiang-Gen

    2005-01-01

    The goal of this research is to design new space AND time codes, such as complex orthogonal space AND time block codes with rate above 1/2 from complex orthogonal designs for QAM, PSK, and CPM signals...

  2. Designing for Learning in Coupled Contexts

    DEFF Research Database (Denmark)

    Heilesen, Simon; Mogensen, Kevin; Gleerup, Janne

    2012-01-01

    Vocational training curricula are often designed as a progression of alternating periods of attending school and working as an apprentice in a company. In the case discussed in this paper, involving the training of electrician apprentices at a Danish vocational school, many of the apprentices...... (pupils) have difficulties understanding how the two modes of learning, i.e. formal learning by means of instruction and informal learning through apprenticeship, relate to one another and add up to a meaningful whole. This paper is an account of an experiment in designing for net-based vocational...

  3. Structural optimization via a design space hierarchy

    Science.gov (United States)

    Vanderplaats, G. N.

    1976-01-01

    Mathematical programming techniques provide a general approach to automated structural design. An iterative method is proposed in which design is treated as a hierarchy of subproblems, one being locally constrained and the other being locally unconstrained. It is assumed that the design space is locally convex in the case of good initial designs and that the objective and constraint functions are continuous, with continuous first derivatives. A general design algorithm is outlined for finding a move direction which will decrease the value of the objective function while maintaining a feasible design. The case of one-dimensional search in a two-variable design space is discussed. Possible applications are discussed. A major feature of the proposed algorithm is its application to problems which are inherently ill-conditioned, such as design of structures for optimum geometry.

  4. DESIGNING MOTIVATIONAL LEARNING SYSTEMS IN DISTANCE EDUCATION

    Directory of Open Access Journals (Sweden)

    Jale BALABAN-SALI

    2008-07-01

    Full Text Available ABSTRACT The designing of instruction, when considered as a process, is the determination of instructional requirements of the learner and development of functional learning systems in order to meet these requirements. In fact, as a consequence of studies on the development of effective learning systems some instructional design theories have emerged. Among these theories the motivational design theory points out that instructional processes are required to be configured with the strategies which increases the attention, relevance, confidence and satisfaction of the students for an instructional design which ensures the continuity of learning motivation. The studies indicate that the systems which are developed on the basis of mentioned strategies raise the attention of the student during instruction, develop a relevance to the students’ requirements, create a positive expectation for success and help having a satisfaction by reinforcing success. In this article, the empirical studies related with this subject and the suggestions for presenting more effective motivational instructional designs in distance learning are summarized.

  5. Designing astrophysics missions for NASA's Space Launch System

    Science.gov (United States)

    Stahl, H. Philip; Hopkins, Randall C.; Schnell, Andrew; Smith, David Alan; Jackman, Angela; Warfield, Keith R.

    2016-10-01

    Large space telescope missions have always been limited by their launch vehicle's mass and volume capacities. The Hubble Space Telescope was specifically designed to fit inside the Space Shuttle and the James Webb Space Telescope was specifically designed to fit inside an Ariane 5. Astrophysicists desire even larger space telescopes. NASA's "Enduring Quests Daring Visions" report calls for an 8- to 16-m Large UV-Optical-IR (LUVOIR) Surveyor mission to enable ultrahigh-contrast spectroscopy and coronagraphy. Association of Universities for Research in Astronomy's "From Cosmic Birth to Living Earth" report calls for a 12-m class High-Definition Space Telescope to pursue transformational scientific discoveries. NASA's "Planning for the 2020 Decadal Survey" calls for a Habitable Exoplanet Imaging (HabEx) and an LUVOIR as well as Far-IR and an X-ray Surveyor missions. Packaging larger space telescopes into existing launch vehicles is a significant engineering complexity challenge that drives cost and risk. NASA's planned Space Launch System (SLS), with its 8- or 10-m diameter fairings and ability to deliver 35 to 45 mt of payload to Sun-Earth-Lagrange-2, mitigates this challenge by fundamentally changing the design paradigm for large space telescopes. This paper introduces the mass and volume capacities of the planned SLS, provides a simple mass allocation recipe for designing large space telescope missions to this capacity, and gives three specific mission concept implementation examples: a 4-m monolithic off-axis telescope, an 8-m monolithic on-axis telescope, and a 12-m segmented on-axis telescope.

  6. Designing Learning Opportunities in Interaction Design: Interactionaries as a means to study and teach student design processes

    Directory of Open Access Journals (Sweden)

    Robert Ramberg

    2013-12-01

    Full Text Available Learning by practice, apprenticeship and paradigmatic examples have been prime paths for learning within interaction design. These have been criticized for being time-consuming and costly, of not being implementable in academic contexts. In this article we suggest and evaluate a pedagogical model to address these problems in design teaching and learning. Results from a time-constrained collaborative design exercise, a so-called “interactionary”, are presented. Student design work is analyzed using the framework of learning design sequences and analysis of the primary transformation unit shows that interactionaries reveal patterns in student design work. Materials are used mainly to document design ideas rather than as a design material to further investigate design ideas and aspects of interaction. In the critiquing sessions, regarded as the secondary transformation unit, many issues hardly addressed during the design work were brought up. Thus, the designers continued to develop their design proposal primed by critique presented by the reviewers. Based on the results, possible teacher interventions to coach student design work are suggested.

  7. Embodied Making and Design Learning - Special Issue from the Learn X Design-conference DRS/CUMULUS, Chicago 2015

    Directory of Open Access Journals (Sweden)

    Marte Sørebø Gulliksen

    2016-06-01

    Full Text Available This issue of FORMakademisk features selected articles developed from papers presented at the symposium Embodied Making and Design Learning at the DRS/CUMULUS-conference LearnXDesign in Chicago, Illinois, June 28–30, 2015. This special issue was developed as an initiative by the symposium conveners. The symposium was developed by researchers from research groups in Norway, Finland and Canada to explore various aspects of embodied making in relation to design learning. The symposium was a full-day event with four sessions, seven paper presentations, a roundtable discussion, a plenary discussion and a workshop. The symposium received positive feedback, attracting many participants and stimulating engaged discussions throughout the conference. This indicates a growing awareness of the topic of embodied making and design learning. This special issue features five articles that together highlight a variety of approaches and examples of current research endeavours in relation to the theme. 

  8. Teaching strategies to promote concept learning by design challenges

    Science.gov (United States)

    Van Breukelen, Dave; Van Meel, Adrianus; De Vries, Marc

    2017-07-01

    Background: This study is the second study of a design-based research, organised around four studies, that aims to improve student learning, teaching skills and teacher training concerning the design-based learning approach called Learning by Design (LBD).

  9. Deficiency of the Space Syntax method as an urban design tool in designing traditional urban space and the need for some supplementary methods

    Directory of Open Access Journals (Sweden)

    Hossein Bahrainy

    2015-12-01

    Full Text Available Urban design problems have become so complex that no single designer is able to consider all aspects of a design area simultaneously. Lately the application of computerized and scientific methods have helped designers analyze complex problems. One of these new methods is Space Syntax. The purpose of this study is to first investigate the strengths and weaknesses of this method and then suggest some supplementary methods to cover its pitfalls. On the next phase Space Syntax and supplementary methods will be used to design a pedestrian pathway in the Imamzade Ghasem neighborhood as a traditional context. Space Syntax will identify the existing spatial structure and direct future changes toward its strengthening. The case study reveals that Space Syntax can be successfully used in analysis of traditional spaces, but in order to successfully design a neighborhood in such a complex context, it involves logistical shortcomings which could be eliminated through supplementary methods.

  10. Action Research as a Space for Transforming Learning Cultures

    Directory of Open Access Journals (Sweden)

    Elżbieta Wołodźko

    2015-12-01

    Full Text Available The article presents a three-year educational action research project on autonomous and reflective learning. Students and teachers, being actively engaged in many learning practices, were both participating in process(es of developing educational and research community. These interrelated processes framed a dynamic space for constructing and reconstructing the participants’ learning cultures. Thanks to linking educational and research aspects of students’ activity and to interpenetration of practice and reflection, action research generates particular conditions for learning cultures’ transformation, from “traditional” toward “new” ones, based on reflectivity, authenticity and empowerment. The dynamism of learning cultures was connected to various and conscious and reflective types of educational participation, which affected autonomy of studying (in its numerous dimensions and types, being in turn a constitutive element of participants’ learning cultures.

  11. Designing an Intelligent Mobile Learning Tool for Grammar Learning (i-MoL

    Directory of Open Access Journals (Sweden)

    Munir Shuib

    2015-01-01

    Full Text Available English is the most important second language in most non-English speaking countries, including Malaysia. A good English proficiency comes from good grasp of grammar. To conquer the problems of low English proficiency among Malaysians, it is important to identify the key motivators that could facilitate the process of grammar learning. In this digital age, technology can play a very important role and mobile technology could be one of it. Thus, this study aims at designing a mobile learning tool, namely the Intelligent Mobile Learning Tool for Grammar Learning (i-MoL to act as the “on-the-go” grammar learning support via mobile phones. i-MoL helps reinforce grammar learning through mobile phone with game-like applications, inquiry-based activities and flashcard-like information. The intelligent part of i-MoL lies in its ability to map the mobile-based grammar learning content to individual’s preferred learning styles based on Felder-Silverman Learning Style Model (FSLSM. The instructional system design through the ADDIE model was used in this study as a systematic approach in designing a novel and comprehensive mobile learning tool for grammar learning. In terms of implications, this study provides insights on how mobile technologies can be utilized to meet the mobility demand among language learners today.

  12. A Learning and Interaction design framework, from a study on formulating principles for the design of engaging music learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view...... using a simple interaction design lifecycle. Though the first outset was to design engaging music games, the resulting framework has a more generic character....

  13. Biomedical engineering strategies in system design space.

    Science.gov (United States)

    Savageau, Michael A

    2011-04-01

    Modern systems biology and synthetic bioengineering face two major challenges in relating properties of the genetic components of a natural or engineered system to its integrated behavior. The first is the fundamental unsolved problem of relating the digital representation of the genotype to the analog representation of the parameters for the molecular components. For example, knowing the DNA sequence does not allow one to determine the kinetic parameters of an enzyme. The second is the fundamental unsolved problem of relating the parameters of the components and the environment to the phenotype of the global system. For example, knowing the parameters does not tell one how many qualitatively distinct phenotypes are in the organism's repertoire or the relative fitness of the phenotypes in different environments. These also are challenges for biomedical engineers as they attempt to develop therapeutic strategies to treat pathology or to redirect normal cellular functions for biotechnological purposes. In this article, the second of these fundamental challenges will be addressed, and the notion of a "system design space" for relating the parameter space of components to the phenotype space of bioengineering systems will be focused upon. First, the concept of a system design space will be motivated by introducing one of its key components from an intuitive perspective. Second, a simple linear example will be used to illustrate a generic method for constructing the design space in which qualitatively distinct phenotypes can be identified and counted, their fitness analyzed and compared, and their tolerance to change measured. Third, two examples of nonlinear systems from different areas of biomedical engineering will be presented. Finally, after giving reference to a few other applications that have made use of the system design space approach to reveal important design principles, some concluding remarks concerning challenges and opportunities for further development

  14. Gamers as Designers: A Framework for Investigating Design in Gaming Affinity Spaces

    Science.gov (United States)

    Duncan, Sean C.

    2010-01-01

    This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…

  15. Applying a learning design methodology in the flipped classroom approach – empowering teachers to reflect and design for learning

    Directory of Open Access Journals (Sweden)

    Evangelia Triantafyllou

    2016-05-01

    Full Text Available One of the recent developments in teaching that heavily relies on current technology is the “flipped classroom” approach. In a flipped classroom the traditional lecture and homework sessions are inverted. Students are provided with online material in order to gain necessary knowledge before class, while class time is devoted to clarifications and application of this knowledge. The hypothesis is that there could be deep and creative discussions when teacher and students physically meet. This paper discusses how the learning design methodology can be applied to represent, share and guide educators through flipped classroom designs. In order to discuss the opportunities arising by this approach, the different components of the Learning Design – Conceptual Map (LD-CM are presented and examined in the context of the flipped classroom. It is shown that viewing the flipped classroom through the lens of learning design can promote the use of theories and methods to evaluate its effect on the achievement of learning objectives, and that it may draw attention to the employment of methods to gather learner responses. Moreover, a learning design approach can enforce the detailed description of activities, tools and resources used in specific flipped classroom models, and it can make educators more aware of the decisions that have to be taken and people who have to be involved when designing a flipped classroom. By using the LD-CM, this paper also draws attention to the importance of characteristics and values of different stakeholders (i.e. institutions, educators, learners, and external agents, which influence the design and success of flipped classrooms. Moreover, it looks at the teaching cycle from a flipped instruction model perspective and adjusts it to cater for the reflection loops educators are involved when designing, implementing and re-designing a flipped classroom. Finally, it highlights the effect of learning design on the guidance

  16. A Design Framework for Personal Learning Environments

    NARCIS (Netherlands)

    Rahimi, E.

    2015-01-01

    The purpose of our research was to develop a PLE (personal learning environment) design framework for workplace settings. By doing such, the research has answered this research question, how should a technology-based personal learning environment be designed, aiming at supporting learners to gain

  17. Web Interface Design Principles for Adults’ Self-Directed Learning

    Directory of Open Access Journals (Sweden)

    Mehmet FIRAT

    2016-10-01

    Full Text Available One of the most important features which e-learning tools and environments must possess within the scope of lifelong learning is self-directed learning, which can be considered as a form of self-learning. The aim of this study was to determine, based on the views and recommendations of experts, interface design principles for the development of educational web interfaces that will support the self-directed learning of adults. This descriptive study was conducted with the contribution of 12 academicians specializing in interface design and self-directed learning. Within the scope of the study, new interfaces features were identified based on an evaluation of the literature on interface designs for self-directed learning, and the views of subject experts. Based on the study results, it was determined that interface designs supporting self-directed learning must possess five basic features, which include being user-directed, ensuring variety, being supported by learning analytics, being motivational, and being sharing-oriented.

  18. Scientific, statistical, practical, and regulatory considerations in design space development.

    Science.gov (United States)

    Debevec, Veronika; Srčič, Stanko; Horvat, Matej

    2018-03-01

    The quality by design (QbD) paradigm guides the pharmaceutical industry towards improved understanding of products and processes, and at the same time facilitates a high degree of manufacturing and regulatory flexibility throughout the establishment of the design space. This review article presents scientific, statistical and regulatory considerations in design space development. All key development milestones, starting with planning, selection of factors, experimental execution, data analysis, model development and assessment, verification, and validation, and ending with design space submission, are presented and discussed. The focus is especially on frequently ignored topics, like management of factors and CQAs that will not be included in experimental design, evaluation of risk of failure on design space edges, or modeling scale-up strategy. Moreover, development of a design space that is independent of manufacturing scale is proposed as the preferred approach.

  19. Lecture Hall and Learning Design: A Survey of Variables, Parameters, Criteria and Interrelationships for Audio-Visual Presentation Systems and Audience Reception.

    Science.gov (United States)

    Justin, J. Karl

    Variables and parameters affecting architectural planning and audiovisual systems selection for lecture halls and other learning spaces are surveyed. Interrelationships of factors are discussed, including--(1) design requirements for modern educational techniques as differentiated from cinema, theater or auditorium design, (2) general hall…

  20. Selected Lessons Learned through the ISS Design, Development, Assembly, and Operations: Applicability to International Cooperation for Standardization

    Science.gov (United States)

    Hirsch, David B.

    2009-01-01

    This slide presentation reviews selected lessons that were learned during the design, development, assembly and operation of the International Space Station. The critical importance of standards and common interfaces is emphasized to create a common operation environment that can lead to flexibility and adaptability.

  1. Design of intelligent comfort control system with human learning and minimum power control strategies

    International Nuclear Information System (INIS)

    Liang, J.; Du, R.

    2008-01-01

    This paper presents the design of an intelligent comfort control system by combining the human learning and minimum power control strategies for the heating, ventilating and air conditioning (HVAC) system. In the system, the predicted mean vote (PMV) is adopted as the control objective to improve indoor comfort level by considering six comfort related variables, whilst a direct neural network controller is designed to overcome the nonlinear feature of the PMV calculation for better performance. To achieve the highest comfort level for the specific user, a human learning strategy is designed to tune the user's comfort zone, and then, a VAV and minimum power control strategy is proposed to minimize the energy consumption further. In order to validate the system design, a series of computer simulations are performed based on a derived HVAC and thermal space model. The simulation results confirm the design of the intelligent comfort control system. In comparison to the conventional temperature controller, this system can provide a higher comfort level and better system performance, so it has great potential for HVAC applications in the future

  2. Implementing E-Learning Designed Courses in General Education

    Science.gov (United States)

    Nuangchalerm, Prasart; Sakkumduang, Krissada; Uhwha, Suleepornn; Chansirisira, Pacharawit

    2014-01-01

    The aim of this study is to implement e-learning designed course for general education. The study employed 3 phases for developing e-learning course: contextual study, designing, and implementing. Two courses general education, 217 undergraduate students are participated the study. Research tool consisted of interview about e-learning form and…

  3. Design Fixation and Cooperative Learning in Elementary Engineering Design Project: A Case Study

    Science.gov (United States)

    Luo, Yi

    2015-01-01

    This paper presents a case study examining 3rd, 4th and 5th graders' design fixation and cooperative learning in an engineering design project. A mixed methods instrument, the Cooperative Learning Observation Protocol (CLOP), was adapted to record frequency and class observation on cooperative learning engagement through detailed field notes.…

  4. Systems engineering, systems thinking, and learning a case study in space industry

    CERN Document Server

    Moser, Hubert Anton

    2014-01-01

    This book focuses on systems engineering, systems thinking, and how that thinking can be learned in practice. It describes a novel analytical framework based on activity theory for understanding how systems thinking evolves and how it can be improved to support multidisciplinary teamwork in the context of system development and systems engineering. This method, developed using data collected over four years from three different small space systems engineering organizations, can be applied in a wide variety of work activities in the context of engineering design and beyond in order to monitor and analyze multidisciplinary interactions in working teams over time. In addition, the book presents a practical strategy called WAVES (Work Activity for a Evolution of Systems engineering and thinking), which fosters the practical learning of systems thinking with the aim of improving process development in different industries. The book offers an excellent resource for researchers and practitioners interested in system...

  5. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  6. Dynamics and design of space nets for orbital capture

    CERN Document Server

    Yang, Leping; Zhen, Ming; Liu, Haitao

    2017-01-01

    This book covers the topics of theoretical principles, dynamics model and algorithm, mission analysis, system design and experimental studies of space nets system, aiming to provide an initial framework in this field and serve as a ready reference for those interested. Space nets system represents a forefront field in future development of aerospace technologies. However, it involves new challenges and problems such as nonlinear and distorted nets structure, complex rigid flexible coupling dynamics, orbital transfer of space flexible composite and dynamics control. Currently, no comprehensive books on space nets dynamics and design are available, so potential readers can get to know the working mechanism, dynamics elements, and mission design of the space nets system from a Chinese perspective.

  7. Reconceptualizing Design Research in the Age of Mobile Learning

    Science.gov (United States)

    Bannan, Brenda; Cook, John; Pachler, Norbert

    2016-01-01

    The purpose of this paper is to begin to examine how the intersection of mobile learning and design research prompts the reconceptualization of research and design individually as well as their integration appropriate for current, complex learning environments. To fully conceptualize and reconceptualize design research in mobile learning, the…

  8. Adaptive e-learning methods and IMS Learning Design. An integrated approach

    NARCIS (Netherlands)

    Burgos, Daniel; Specht, Marcus

    2006-01-01

    Please, cite this publication as: Burgos, D., & Specht, M. (2006). Adaptive e-learning methods and IMS Learning Design. In Kinshuk, R. Koper, P. Kommers, P. Kirschner, D. G. Sampson & W. Didderen (Eds.), Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies (pp.

  9. Using learning materials for design-based interventions

    DEFF Research Database (Denmark)

    Gissel, Stig Toke

    2015-01-01

    This article considers a methodological issue concerning the use of learning materials for interventions in design-based research. When the researcher uses existing or creates new didacticised learning materials for research purposes and tests their applicability in authentic contexts, many...... variables are in play. When using or designing a learning material a lot of choices have to be made and effects are difficult to isolate. The advantage of using learning materials for interventions is that results could have high ecological validity. In the article this methodological issue is exemplified...... through a research project using and developing digital learning materials for developing literacy in the early grades. One of many important choices to be made in elaborating this learning material concerns which texts should be used for supporting students’ literacy development in the lower grades...

  10. Empathy in Distance Learning Design Practice

    Science.gov (United States)

    Matthews, Michael T.; Williams, Gregory S.; Yanchar, Stephen C.; McDonald, Jason K.

    2017-01-01

    The notion of designer empathy has become a cornerstone of design philosophy in fields such as product design, human-computer interaction, and service design. But the literature on instructional designer empathy and learner analysis suggests that distance learning designers are generally quite removed from the learners with whom they could be…

  11. Urban public space materials. Maintenance and design?

    Directory of Open Access Journals (Sweden)

    Manuel Iglesias Campos

    2016-10-01

    Full Text Available In this paper, certain aspects related to the conservation of materials commonly used in the design of public spaces are analysed and discussed from a starting point of maintenance definition. The main area of discussion is whether materials selection for pavements and urban furniture, and their placement in the designed space, take into account their maintenance needs. Here the definition of maintenance is the cleaning and repair done by municipal services that is always necessary after construction. From certain examples it can be concluded that, in several cases, the form, the organization and the distribution of the different elements within the public space can cause difficulties for its appropriate conservation, giving rise to alterations and consequently having a negative impact on the durability of this space.

  12. Introducing the Collaborative E-Learning Design Method (CoED)

    DEFF Research Database (Denmark)

    Ryberg, Thomas; Buus, Lillian; Nyvang, Tom

    2015-01-01

    In this chapter, a specific learning design method is introduced and explained, namely the Collaborative E-learning Design method (CoED), which has been developed through various projects in “e-Learning Lab – Centre for User Driven Innovation, Learning and Design” (Nyvang & Georgsen, 2007). We br...

  13. Eco-Dialogical Learning and Translanguaging in Open-Ended 3D Virtual Learning Environments: Where Place, Time, and Objects Matter

    Science.gov (United States)

    Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse

    2017-01-01

    The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…

  14. Space-time design of the public city

    CERN Document Server

    Thomaier, Susanne; Könecke, Benjamin; Zedda, Roberto; Stabilini, Stefano

    2013-01-01

    Time has become an increasingly important topic in urban studies and urban planning. The spatial-temporal interplay is not only of relevance for the theory of urban development and urban politics, but also for urban planning and governance. The space-time approach focuses on the human being with its various habits and routines in the city. Understanding and taking those habits into account in urban planning and public policies offers a new way to improve the quality of life in our cities. Adapting the supply and accessibility of public spaces and services to the inhabitants’ space-time needs calls for an integrated approach to the physical design of urban space and to the organization of cities. In the last two decades the body of practical and theoretical work on urban space-time topics has grown substantially. The book offers a state of the art overview of the theoretical reasoning, the development of new analytical tools, and practical experience of the space-time design of public cities in major Europea...

  15. The Office Software Learning and Examination System Design Based on Fragmented Learning Idea

    Directory of Open Access Journals (Sweden)

    Xu Ling

    2016-01-01

    Full Text Available Fragmented learning is that through the segmentation of learning content or learning time, make learners can use the fragmented time for learning fragmentated content, have the characteristics of time flexibility, learning targeted and high learning efficiency. Based on the fragmented learning ideas, combined with the teaching idea of micro class and interactive teaching, comprehensive utilization of flash animation design software, .NET development platform, VSTO technology, multimedia development technology and so on, design and develop a system integrated with learning, practice and examination of the Office software, which is not only conducive to the effective and personalized learning of students, but also conducive to the understanding the students’ situation of teachers, and liberate teachers from the heavy labor of mechanical, focus on promoting the formation of students’ knowledge system.

  16. Designerly Learning: Workshops for Schools at the Design Museum

    Science.gov (United States)

    Charman, Helen

    2010-01-01

    This paper presents qualitative research recently undertaken by the Head of Learning at the Design Museum. The research explores how learning in the museum's workshop programme for schools is conceptualised by the museum educators who devise and teach on the programme. The study is framed by an epistemological stance of social constructionism, in…

  17. Information Architecture the Design of Digital Information Spaces

    CERN Document Server

    Ding, Wei

    2009-01-01

    Information Architecture is about organizing and simplifying information, designing and integrating information spaces/systems, and creating ways for people to find and interact with information content. Its goal is to help people understand and manage information and make right decisions accordingly. In the ever-changing social, organizational and technological contexts, Information Architects not only design individual information spaces (e.g., individual websites, software applications, and mobile devices), but also tackle strategic aggregation and integration of multiple information spaces

  18. E-Learning Lifecycles:How Communities and Context can affect E-learning Specifications and Tool Design

    Directory of Open Access Journals (Sweden)

    Michael Magee

    2004-10-01

    Full Text Available The development of a large body of e-learning specifications, such as IMS and SCORM, has led to the proposal for a new way to facilitate content workflow. This involves the movement of educational digital content and the knowledge of pedagogical communities into an online space. Several projects have looked at the theoretical structure of these specifications. They implemented a series of tools in order to examine and research the issues around the actual usage of these specifications. The CAREO, ALOHA and ALOHA 2 projects were designed to expose both individual users and whole institutions to these ideas. Initial research into the result of those interactions indicates that there is some utility in the adoption of e-learning specifications. The future success of them will depend on their ability to adapt and meet the needs of the educational community as they begin to adopt, use and evolve the way they use the specifications and the tools created around them.

  19. LEARNING STYLES AND STUDENTS’ PERFORMANCE IN DESIGN PROBLEM SOLVING

    Directory of Open Access Journals (Sweden)

    Elçin Tezel

    2010-07-01

    Full Text Available Design curricula and all core design studio courses are prepared for performance attainment by giving theoretical and professional training. However students’ performance may be affected by both the constraints set on a design problem, and their learning styles. This study explores the performance of interior architectural students in relation to their learning styles (as proposed by Kolb’s Experiential Learning Theory, and different types of constraints set on design problems. Design performance, measured as conceptual development, form and spatial configuration, structural innovation and ergonomics, and craftsmanship, was found to change throughout the two bipolar continuum of the learning cycle with regard to two design conditions characterized by different types of constraint use.

  20. Universal Design for Learning in Teaching Large Lecture Classes

    Science.gov (United States)

    Dean, Tereza; Lee-Post, Anita; Hapke, Holly

    2017-01-01

    To augment traditional lecture with instructional tools that provide options for content representation, learner engagement, and learning expression, we followed the Universal Design for Learning (UDL) principles to design and implement a learning environment for teaching and learning in large lecture classes. To this end, we incorporated four…

  1. Synchronous E-Learning: Reflections and Design Considerations

    Science.gov (United States)

    Tabak, Filiz; Rampal, Rohit

    2014-01-01

    This paper is a personal reflection on the design, development, and delivery of online synchronous conferencing as a pedagogical tool complementing traditional, face-to-face content delivery and learning. The purpose of the paper is to demonstrate how instructors can combine collaborative and virtual learning principles in course design. In…

  2. A "Knowledge Trading Game" for Collaborative Design Learning in an Architectural Design Studio

    Science.gov (United States)

    Wang, Wan-Ling; Shih, Shen-Guan; Chien, Sheng-Fen

    2010-01-01

    Knowledge-sharing and resource exchange are the key to the success of collaborative design learning. In an architectural design studio, design knowledge entails learning efforts that need to accumulate and recombine dispersed and complementary pieces of knowledge. In this research, firstly, "Knowledge Trading Game" is proposed to be a way for…

  3. A Concept Transformation Learning Model for Architectural Design Learning Process

    Science.gov (United States)

    Wu, Yun-Wu; Weng, Kuo-Hua; Young, Li-Ming

    2016-01-01

    Generally, in the foundation course of architectural design, much emphasis is placed on teaching of the basic design skills without focusing on teaching students to apply the basic design concepts in their architectural designs or promoting students' own creativity. Therefore, this study aims to propose a concept transformation learning model to…

  4. Learning Design for a Successful Blended E-learning Environment: Cultural Dimensions

    OpenAIRE

    Al-Huwail, N.; Gulf Univ. for Science & Technology; Al-Sharhan, S.; Gulf Univ. for Science & Technology; Al-Hunaiyyan, A.; Gulf Univ. for Science & Technology

    2007-01-01

    Blended e-learning is becoming an educational issue especially with the new development of e-learning technology and globalization. This paper presents a new framework for delivery environment in blended e-learning. In addition, new concepts related to the learning strategies and multimedia design in blended e-learning are introduced. The work focuses on the critical cultural factors that affect a blended elearning system. Since it is common that good systems may fail due to cultural issues, ...

  5. Understanding the Primary School Students' Van Hiele Levels of Geometry Thinking in Learning Shapes and Spaces: A Q-Methodology

    Science.gov (United States)

    Hock, Tan Tong; Tarmizi, Rohani Ahmad; Yunus, Aida Suraya Md.; Ayub, Ahmad Fauzi

    2015-01-01

    This study was conducted using a new hybrid method of research which combined qualitative and quantitative designs to investigate the viewpoints of primary school students' conceptual understanding in learning geometry from the aspect of shapes and spaces according to van Hiele theory. Q-methodology is used in this research to find out what…

  6. Pedagogical and Design Aspects of a Blended Learning Course

    Directory of Open Access Journals (Sweden)

    Karen Precel, Yoram Eshet-Alkalai, Yael Alberton

    2009-04-01

    Full Text Available Based on recent research reports, the blended learning model, which combines face-to-face and online learning, is now the preferred model for online course design. Its superiority over online learning, which lacks face-to-face interaction, is evident from studies that examined both student achievement and satisfaction. Nevertheless, there is ambiguity in the literature and in the field regarding the proper implementation of blended learning and the optimal proportions between online and F2F components in various learning scenarios. The range of contradictory reports in recent literature on the potential of different blended learning models shows the need for more research on specific blended learning courses in order to establish proper standards for effective course design and implementation. The present evaluation study focuses on students’ perceptions of pedagogical and design issues related to a new model for blended learning used in a graduate-level course at the Open University of Israel. Fifty-eight of the course’s 91 students participated in the study and completed a questionnaire regarding three major aspects of the course design: (1 pedagogy, (2 textbook format (print vs. digital, and (3 learning environment usability. The results illustrate the importance of completing the pedagogical and visual design of online learning in advance. Also, the course model suggests ways to bridge the gaps between students and instructors and students and their peers, which are typical of online learning in general and of open universities in particular.

  7. International Space Station Passive Thermal Control System Analysis, Top Ten Lessons-Learned

    Science.gov (United States)

    Iovine, John

    2011-01-01

    The International Space Station (ISS) has been on-orbit for over 10 years, and there have been numerous technical challenges along the way from design to assembly to on-orbit anomalies and repairs. The Passive Thermal Control System (PTCS) management team has been a key player in successfully dealing with these challenges. The PTCS team performs thermal analysis in support of design and verification, launch and assembly constraints, integration, sustaining engineering, failure response, and model validation. This analysis is a significant body of work and provides a unique opportunity to compile a wealth of real world engineering and analysis knowledge and the corresponding lessons-learned. The analysis lessons encompass the full life cycle of flight hardware from design to on-orbit performance and sustaining engineering. These lessons can provide significant insight for new projects and programs. Key areas to be presented include thermal model fidelity, verification methods, analysis uncertainty, and operations support.

  8. Learning-based adaptive prescribed performance control of postcapture space robot-target combination without inertia identifications

    Science.gov (United States)

    Wei, Caisheng; Luo, Jianjun; Dai, Honghua; Bian, Zilin; Yuan, Jianping

    2018-05-01

    In this paper, a novel learning-based adaptive attitude takeover control method is investigated for the postcapture space robot-target combination with guaranteed prescribed performance in the presence of unknown inertial properties and external disturbance. First, a new static prescribed performance controller is developed to guarantee that all the involved attitude tracking errors are uniformly ultimately bounded by quantitatively characterizing the transient and steady-state performance of the combination. Then, a learning-based supplementary adaptive strategy based on adaptive dynamic programming is introduced to improve the tracking performance of static controller in terms of robustness and adaptiveness only utilizing the input/output data of the combination. Compared with the existing works, the prominent advantage is that the unknown inertial properties are not required to identify in the development of learning-based adaptive control law, which dramatically decreases the complexity and difficulty of the relevant controller design. Moreover, the transient and steady-state performance is guaranteed a priori by designer-specialized performance functions without resorting to repeated regulations of the controller parameters. Finally, the three groups of illustrative examples are employed to verify the effectiveness of the proposed control method.

  9. Learning characteristics of a space-time neural network as a tether skiprope observer

    Science.gov (United States)

    Lea, Robert N.; Villarreal, James A.; Jani, Yashvant; Copeland, Charles

    1993-01-01

    The Software Technology Laboratory at the Johnson Space Center is testing a Space Time Neural Network (STNN) for observing tether oscillations present during retrieval of a tethered satellite. Proper identification of tether oscillations, known as 'skiprope' motion, is vital to safe retrieval of the tethered satellite. Our studies indicate that STNN has certain learning characteristics that must be understood properly to utilize this type of neural network for the tethered satellite problem. We present our findings on the learning characteristics including a learning rate versus momentum performance table.

  10. Online Repositories of Learning Designs: Pipedreams and Possibilities

    NARCIS (Netherlands)

    McKenney, Susan

    2013-01-01

    McKenney, S. (2013, 28 January-1 February). Online Repositories of Learning Designs: Pipedreams and Possibilities. Position paper for the Alpine Rendezvous Workshop on Teacher-led inquiry and learning design, Villard‐de‐Lans, Vercors, France.

  11. Experience the city : analysis of space-time behavior and spatial learning

    NARCIS (Netherlands)

    Moiseeva, A.

    2013-01-01

    Learning plays an important role by coding information into individual cognitive maps that can be used to make decisions concerning individual behavior in space. Through traveling people learn about the urban environment and update their knowledge. In this regard, the growing concern in the field of

  12. Design of dialogic eLearning-to-learn: metalearning as pedagogical methodology

    DEFF Research Database (Denmark)

    Sorensen, Elsebeth Korsgaard

    2008-01-01

    This paper presents a perspective emphasising Meta learning (ML) as the most significant and pertinent feature for promoting a democratic, collaborative eLearning-to-Learn (eL2L) phenomenon in a global context. Through attempting to understand and clarify the powers of pedagogical design of global...... networked e Learning based on Learning-to-Learn (L2L), it makes a plea for L2L in a dialogic global learning context, offering a vision of global democratic citizens able to engage in critical dialogue with fellow learners. http://www.inderscience.com/search/index.php?action=record&rec_id=17675&prev...

  13. Design of Urban Public Spaces: Intent vs. Reality

    DEFF Research Database (Denmark)

    Hjort, Mikkel; Martin, W Mike; Stewart, Tom

    2018-01-01

    knowledge, and that expert knowledge was chosen randomly. These findings point to a systematic lack of evidence-based practice when designing sport and recreational facilities. This article has implications for landscape architects and urban planners; a new method must be developed to embed......This study investigated how two public spaces for sport and recreation were utilized by different user groups, and how this aligned with the initial design objectives for these spaces. Two newly built urban spaces situated in Copenhagen, Denmark, provided the context for this investigation...... interdisciplinary knowledge in the planning process of future sport and recreation projects. This must be done in a systematic way to make the design process transparent....

  14. Appropriate teaching and learning strategies for the architectural design process in pedagogic design studios

    Directory of Open Access Journals (Sweden)

    Ashraf M. Soliman

    2017-06-01

    Full Text Available The national qualification framework of a country requires a certain level of knowledge and complexity of skills for an academic degree to be recognized. For architectural programs, student workload is heavy on design courses. Therefore, each course must be carefully developed to ensure that students are not overloaded. Teaching and learning strategies have different implications for courses, which occasionally result in overloading the students. This research aims to study the three main pillars of teaching and learning strategies for each design phase in pedagogic design studios. The most appropriate model for each teaching and learning strategy, including a set of the three main pillars, is then identified for each design phase. A practical strategy for managing design studios is also determined. The aforementioned three pillars are as follows: teaching and learning methods, assigned tasks or study aspects, and design communication techniques. Two research methods, namely, a literature review and a survey among design educators, are adopted. The literature review examines aspects that contribute to the design process and its phases, teaching methods, design skills, communication methods, and studio management strategies. On the basis of the literature review, the background of developments and practices in the design education process are used as constructive tools to develop the survey for design educators. Through the survey, the pillars of teaching and learning strategies that are frequently practiced in design studios are evaluated. Results of this study are classified into three ranks using the nature break classification method for numerical values. Subsequently, three priority models that correspond to teaching and learning strategies, as well as to the required skills and capabilities, are established. A group-based strategy with an interdisciplinary approach is also determined to be the most suitable technique for managing the

  15. SAGE III on ISS Lessons Learned on Thermal Interface Design

    Science.gov (United States)

    Davis, Warren

    2015-01-01

    The Stratospheric Aerosol and Gas Experiment III (SAGE III) instrument - the fifth in a series of instruments developed for monitoring vertical distribution of aerosols, ozone, and other trace gases in the Earth's stratosphere and troposphere - is currently scheduled for delivery to the International Space Station (ISS) via the SpaceX Dragon vehicle in 2016. The Instrument Adapter Module (IAM), one of many SAGE III subsystems, continuously dissipates a considerable amount of thermal energy during mission operations. Although a portion of this energy is transferred via its large radiator surface area, the majority must be conductively transferred to the ExPRESS Payload Adapter (ExPA) to satisfy thermal mitigation requirements. The baseline IAM-ExPA mechanical interface did not afford the thermal conductance necessary to prevent the IAM from overheating in hot on-orbit cases, and high interfacial conductance was difficult to achieve given the large span between mechanical fasteners, less than stringent flatness specifications, and material usage constraints due to strict contamination requirements. This paper will examine the evolution of the IAM-ExPA thermal interface over the course of three design iterations and will include discussion on design challenges, material selection, testing successes and failures, and lessons learned.

  16. Rethinking Space Design Standards Toward Quality Affordable Housing In Malaysia

    Directory of Open Access Journals (Sweden)

    Ishak Nor Haniza

    2016-01-01

    Full Text Available Provision of affordable housing is important to low- and middle-income population. A fit form of house will not only fulfil a basic human need for shelter, but it also contributes to physical and psychological well-being of the occupants. Excellent quality and affordable housing is an indication of a high quality of life. While writings exist on various aspects of the quality of affordable housing in Malaysia, discussion regarding space and design standards has scarcely been given any serious academic attention. Standards concerning residential development usually cover different aspects or stages of the development process. They can include planning standards, design standards, space standards and technical construction standards. The main concern of this paper is on space and design standards specifically. Space standard can be defined as a set of framework which dictates fixed internal space minimums. Meanwhile, design standard indicates design guidelines to ensure the functionality, comfortability and habitability of the house. This paper is concerned exclusively with indoor spaces of a house excluding external circulation spaces and service facilities (in case of strata housing. Its interest is in internal space as an aspect of housing quality. It can be concluded that one of the way forward will be to find the balance between providing adequate minimum spaces for resident satisfactions and having economic values for housing developers. This paper may be used as a valuable reference for authorities and policy makers to better address the best housing space design standards that would benefit not only the occupants, but also the local government and developers alike.

  17. On equivalent parameter learning in simplified feature space based on Bayesian asymptotic analysis.

    Science.gov (United States)

    Yamazaki, Keisuke

    2012-07-01

    Parametric models for sequential data, such as hidden Markov models, stochastic context-free grammars, and linear dynamical systems, are widely used in time-series analysis and structural data analysis. Computation of the likelihood function is one of primary considerations in many learning methods. Iterative calculation of the likelihood such as the model selection is still time-consuming though there are effective algorithms based on dynamic programming. The present paper studies parameter learning in a simplified feature space to reduce the computational cost. Simplifying data is a common technique seen in feature selection and dimension reduction though an oversimplified space causes adverse learning results. Therefore, we mathematically investigate a condition of the feature map to have an asymptotically equivalent convergence point of estimated parameters, referred to as the vicarious map. As a demonstration to find vicarious maps, we consider the feature space, which limits the length of data, and derive a necessary length for parameter learning in hidden Markov models. Copyright © 2012 Elsevier Ltd. All rights reserved.

  18. Design course in space astronomy

    International Nuclear Information System (INIS)

    Dean, A J; Perez-Fournon, I

    2003-01-01

    The aim of this course is to provide direct experience of collaboration with other European astronomy/space science students and to gain an insight into the establishment of ESA space science programmes. The first half of the course takes place in Southampton. The Southampton students work as a team to track a past ESA space science mission from initial conception through to final realization and operations. This is achieved through the study of the high quality documentation available in the form of ESA reports. Each student has well defined responsibilities within the team. The second half of the course takes place in Tenerife, at the University of La Laguna. Again the students are expected to complete a team study of a space science mission. This time, however, there are important differences: the study teams are now international, approximately half Southampton and half University of La Laguna students; and this time they are expected to design a completely new space astronomy mission with clearly specified scientific objectives and operational constraints

  19. NASA universities advanced space design program, focus on nuclear engineering

    International Nuclear Information System (INIS)

    Lyon, W.F. III; George, J.A.; Alred, J.W.; Peddicord, K.L.

    1987-01-01

    In January 1985, the National Aeronautics and Space Administration (NASA), in affiliation with the Universities Space Research Association (USRA), inaugurated the NASA Universities Advanced Space Design Program. The purpose of the program was to encourage participating universities to utilize design projects for the senior and graduate level design courses that would focus on topics relevant to the nation's space program. The activities and projects being carried out under the NASA Universities Advanced Space Design Program are excellent experiences for the participants. This program is a well-conceived, well-planned effort to achieve the maximum benefit out of not only the university design experience but also of the subsequent summer programs. The students in the university design classes have the opportunity to investigate dramatic and new concepts, which at the same time have a place in a program of national importance. This program could serve as a very useful model for the development of university interaction with other federal agencies

  20. Learning Landscapes: Playing the Way to Learning and Engagement in Public Spaces

    Directory of Open Access Journals (Sweden)

    Brenna Hassinger-Das

    2018-05-01

    Full Text Available Children from under-resourced communities regularly enter formal schooling lagging behind their peers. These deficits in areas such as language development, reading readiness, and even in the kind of spatial skills that predict later mathematical knowledge, may persist throughout their lifespan. To address such gaps, policymakers have focused largely on schooling as the great equalizer. Yet, children only spend 20% of their waking hours in school. How can developmental scientists and educators address this “other 80%” for the benefit of children’s development? One answer is the Learning Landscapes initiative, which involves crafting carefully planned play experiences that focus on learning outcomes, particularly for children and families from under-resourced communities. Playful learning, a broad pedagogical approach featuring child-directed play methods, provides a unique way to foster learning and engagement organically within the built environment. Learning Landscapes already incorporates several well-documented projects. The Ultimate Block Party brought over 50,000 people to Central Park to engage in playful learning activities. Supermarkets became hotspots for caregiver-child interaction by simply adding prompts for caregiver-child interaction through signage in everyday “trapped” experiences. Urban Thinkscape transformed a bus stop and adjacent lot into a hub for playful learning while families were waiting for public transportation. Finally, Parkopolis is a life-size human board game that fosters STEM and reasoning skills in public spaces. This paper reflects on data from these projects while reflecting on lessons learned and future directions.

  1. Construction and Evaluation of an Integrated Formal/Informal Learning Environment for Foreign Language Learning across Real and Virtual Spaces

    Science.gov (United States)

    Waragai, Ikumi; Ohta, Tatsuya; Kurabayashi, Shuichi; Kiyoki, Yasushi; Sato, Yukiko; Brückner, Stefan

    2017-01-01

    This paper presents the prototype of a foreign language learning space, based on the construction of an integrated formal/informal learning environment. Before the background of the continued innovation of information technology that places conventional learning styles and educational methods into new contexts based on new value-standards,…

  2. Creating a flexible learning environment.

    Science.gov (United States)

    Taylor, B A; Jones, S; Winters, P

    1990-01-01

    Lack of classroom space is a common problem for many hospital-based nurse educators. This article describes how nursing educators in one institution redesigned fixed classroom space into a flexible learning center that accommodates their various programs. Using the nursing process, the educators assessed their needs, planned the learning environment, implemented changes in the interior design, and evaluated the outcome of the project. The result was a learning environment conducive to teaching and learning.

  3. Conscious Thought is for facilitating the work places as learning spaces

    NARCIS (Netherlands)

    van Dellen, Theo

    2015-01-01

    Conscious Thought is for facilitating the work places as learning spaces Theo van Dellen In the workplace learning and development of work identity can be assumed in at least three ways. First, the processes are managed by the organizational context, which promotes a particular model of workers as

  4. Cultivating social learning spaces at an urban Johannesburg university student residence

    OpenAIRE

    Agherdien, Najma

    2015-01-01

    Ph.D. (Education) This case study investigated the conceptualisation and implementation of social learning spaces (SLS) in a University of Johannesburg student residence. The literature base I drew on included ideas, concepts and constructs associated with learning communities [where the terms ‘SLS’ and ‘learning communities’ (LCs) are often used interchangeably], Wenger’s communities of practice, the First Year Experience (FYE), university student residence life and transformation in high...

  5. The FITS model: an improved Learning by Design approach

    NARCIS (Netherlands)

    Drs. Ing. Koen Michels; Prof. Dr. Marc de Vries; MEd Dave van Breukelen; MEd Frank Schure

    2016-01-01

    Learning by Design (LBD) is a project-based inquiry approach for interdisciplinary teaching that uses design contexts to learn skills and conceptual knowledge. Research around the year 2000 showed that LBD students achieved high skill performances but disappointing conceptual learning gains. A

  6. Commentary: Latina Literacies in "Convivencia": Communal Spaces of Teaching and Learning

    Science.gov (United States)

    Villenas, Sofia A.

    2005-01-01

    Inspired by Delgado-Gaitan's work with Latina mothers' stories of transformation, this commentary engages scholarship on the communal "mujer-" or womanist-oriented spaces of teaching and learning. The author explores themes of "convivencia" (communalism) centered on faith, spirituality, and humor central to creating compassionate spaces of…

  7. Space Station Freedom - Approaching the critical design phase

    Science.gov (United States)

    Kohrs, Richard H.; Huckins, Earle, III

    1992-01-01

    The status and future developments of the Space Station Freedom are discussed. To date detailed design drawings are being produced to manufacture SSF hardware. A critical design review (CDR) for the man-tended capability configuration is planned to be performed in 1993 under the SSF program. The main objective of the CDR is to enable the program to make a full commitment to proceed to manufacture parts and assemblies. NASA recently signed a contract with the Russian space company, NPO Energia, to evaluate potential applications of various Russian space hardware for on-going NASA programs.

  8. The Role of Space in Learning: Spatio-Educational Experiences of Female Students within Emirati Higher Education

    OpenAIRE

    Zaidan, Gergana

    2015-01-01

    This interdisciplinary research examines the intersectional relationship between\\ud the domains of space, gender and education. It aims, first, to understand the\\ud spatio-educational experience of Emirati female learners; and second, to make\\ud it possible to enhance their learning experience by exploring the role of space in\\ud learning in a single gender context. This thesis addresses the lack of literature\\ud on women’s spatiality and space in learning, specifically in relation to Arab\\ud...

  9. The E-learning Cabaret: do's and don'ts in E-Learning Design

    NARCIS (Netherlands)

    Westera, Wim

    2009-01-01

    Westera, W. (2006). The E-Learning Cabaret: do's and don'ts in E-Learning Design. Book of Abstracts, 12th International Conference on Technology Supported Learning & Teaching, Online Educa Berlin (pp. 169-171). November, 29-December, 1, 2006, Berlin, Germany: ICWE-GmbH.

  10. Organizational learning and organizational design

    OpenAIRE

    Curado, Carla

    2006-01-01

    Literature review Approach This paper explores a new idea presenting the possible relationship between organizational learning and organizational design. The establishment of this relation is based upon extensive literature review. Findings Organizational learning theory has been used to understand several organizational phenomena, like resources and competencies, tacit knowledge or the role of memory in the organization; however, it is difficult to identify fits and consequent misf...

  11. Lessons Learned (3 Years of H2O2 Propulsion System Testing Efforts at NASA's John C. Stennis Space Center)

    Science.gov (United States)

    Taylor, Gary O.

    2001-01-01

    John C. Stennis Space Center continues to support the Propulsion community in an effort to validate High-Test Peroxide as an alternative to existing/future oxidizers. This continued volume of peroxide test/handling activity at Stennis Space Center (SSC) provides numerous opportunities for the SSC team to build upon previously documented 'lessons learned'. SSC shall continue to strive to document their experience and findings as H2O2 issues surface. This paper is intended to capture all significant peroxide issues that we have learned over the last three years. This data (lessons learned) has been formulated from practical handling, usage, storage, operations, and initial development/design of our systems/facility viewpoint. The paper is intended to be an information type tool and limited in technical rational; therefore, presenting the peroxide community with some issues to think about as the continued interest in peroxide evolves and more facilities/hardware are built. These lessons learned are intended to assist industry in mitigating problems and identifying potential pitfalls when dealing with the requirements for handling high-test peroxide.

  12. Acttention – Influencing Communities of Practice with Persuasive Learning Designs

    DEFF Research Database (Denmark)

    Hansen, Sandra Burri Gram; Ryberg, Thomas

    2015-01-01

    design within this more established field of research and development. Rather than focus on improving learning technologies or motivating the interest in a subject, persuasive designs may be more efficient when used to influence the communities of practice in educational institutions.......Based on the preliminary results of implementing and testing a persuasive learning initiative in the Danish Military, this paper discusses and develops the notion of persuasive learning designs. It is suggested that the acquirement of new knowledge is fundamental to persuasion, and that persuasive...... learning designs distinguish themselves by leading to sustainable change to the learner’s attitude and/or behaviour. A practical example of persuasive learning designs is provided in terms of the interactive location-based learning game Acttention, which has been developed and tested on behalf...

  13. Integrated Design Process in Problem-Based Learning

    DEFF Research Database (Denmark)

    Knudstrup, Mary-Ann

    2004-01-01

    This article reports and reflects on the learning achievements and the educational experiences in connection with the first years of the curriculum in Architecture at Aalborg University ?s Civil Engineer Education in Architecture & Design. In the article I will focus on the learning activity and ...... the students need in order to concentrate, mobilize creativity and find the personal design language which is a precondition for making good architecture....... and the method that are developed during the semester when working with an Integrated Design Process combining architecture, design, functional aspects, energy consumption, indoor environment, technology, and construction. I will emphasize the importance of working with different tools in the design process, e...

  14. Space reactor preliminary mechanical design

    International Nuclear Information System (INIS)

    Meier, K.L.

    1983-01-01

    An analysis was performed on the SABRE reactor space power system to determine the effect of the number and size of heat pipes on the design parameters of the nuclear subsystem. Small numbers of thin walled heat pipes were found to give a lower subsystem mass, but excessive fuel swelling resulted. The SP-100 preliminary design uses 120 heat pipes because of acceptable fuel swelling and a minimum nuclear subsystem mass of 1875 kg. Salient features of the reactor preliminary design are: individual fuel modules, ZrO 2 block core mounts, bolted collar fuel module restraints, and a BeO central plug

  15. Students' Imaginings of Spaces of Learning in Outdoor and Environmental Education

    Science.gov (United States)

    Preston, Lou

    2014-01-01

    In this article, I interrogate students' stories about the spaces and places in a tertiary Outdoor and Environmental Education course that support and shape their environmental ethics. Drawing on a longitudinal qualitative study, I explore the ways in which particular sites of learning (outdoor, practical learning) are privileged and how…

  16. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    OpenAIRE

    Winwin Wiana

    2017-01-01

    This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology...

  17. A Study of the Effects of Digital Learning on Learning Motivation and Learning Outcome

    Science.gov (United States)

    Lin, Ming-Hung; Chen, Huang-Cheng; Liu, Kuang-Sheng

    2017-01-01

    In the modern society when intelligent mobile devices become popular, the Internet breaks through the restrictions on time and space and becomes a ubiquitous learning tool. Designing teaching activity for digital learning and flexibly applying technology tools are the key issues for current information technology integrated education. In this…

  18. Learning design: reflections upon the current landscape

    Directory of Open Access Journals (Sweden)

    Brock Craft

    2012-08-01

    Full Text Available The mounting wealth of open and readily available information and the accelerated evolution of social, mobile and creative technologies call for a re-conceptualisation of the role of educators: from providers of knowledge to designers of learning. This call is reverberated by the rising trend of research in learning design (LD. Addressing this, the Art and Science of Learning Design workshop brought together leading voices in the field, and provided a forum for discussing its key issues. It focused on three major themes: (1 practices, methods and methodologies, (2 tools and resources and (3 theoretical frameworks. This paper proposes a definition of LD, reviews the main contributions from the workshop, and suggests some challenges for future research.

  19. Learning strategies of public health nursing students: conquering operational space.

    Science.gov (United States)

    Hjälmhult, Esther

    2009-11-01

    To develop understanding of how public health nursing students learn in clinical practice and explore the main concern for the students and how they acted to resolve this main concern. How professionals perform their work directly affects individuals, but knowledge is lacking in understanding how learning is connected to clinical practice in public health nursing and in other professions. Grounded theory. Grounded theory was used in gathering and analysing data from 55 interviews and 108 weekly reports. The participants were 21 registered nurses who were public health nursing students. The grounded theory of conquering operational space explains how the students work to resolve their main concern. A social process with three identified phases, positioning, involving and integrating, was generated from analysing the data. Their subcategories and dimensions are related to the student role, relations with a supervisor, student activity and the consequences of each phase. Public health nursing students had to work towards gaining independence, often working against 'the system' and managing the tension by taking a risk. Many of them lost, changed and expanded their professional identity during practical placements. Public health nursing students' learning processes in clinical training are complex and dynamic and the theory of 'Conquering operational space' can assist supervisors in further developing their role in relation to guiding students in practice. Relationships are one key to opening or closing access to situations of learning and directly affect the students' achievement of mastering. The findings are pertinent to supervisors and educators as they prepare students for practice. Good relationships are elementary and supervisors can support students in conquering the field by letting students obtain operational space and gain independence. This may create a dialectical process that drives learning forward.

  20. Learning Python design patterns

    CERN Document Server

    Zlobin, Gennadiy

    2013-01-01

    This book takes a tutorial-based and user-friendly approach to covering Python design patterns. Its concise presentation means that in a short space of time, you will get a good introduction to various design patterns.If you are an intermediate level Python user, this book is for you. Prior knowledge of Python programming is essential. Some knowledge of UML is also required to understand the UML diagrams which are used to describe some design patterns.

  1. Designing and Evaluating Conative Game-Based Learning Scenarios

    DEFF Research Database (Denmark)

    Schønau-Fog, Henrik

    2014-01-01

    It is an essential prerequisite to design for motivation in game-based learning applications, tools and activities. However, how is it possible to design and evaluate motivational game-based learning scenarios in a systematic process-oriented manner based on conation and player engagement? While...... of ‘continuation desire’ such as interfacing with the scenario, exploration and socialising. This paper aims to combine the concepts of Player Engagement, Conation and Continuation Desire by focusing on the conative aspects which are the essential drivers for the desire to continue any learning activity......-based learning scenarios....

  2. Hybrid Enhanced Epidermal SpaceSuit Design Approaches

    Science.gov (United States)

    Jessup, Joseph M.

    A Space suit that does not rely on gas pressurization is a multi-faceted problem that requires major stability controls to be incorporated during design and construction. The concept of Hybrid Epidermal Enhancement space suit integrates evolved human anthropomorphic and physiological adaptations into its functionality, using commercially available bio-medical technologies to address shortcomings of conventional gas pressure suits, and the impracticalities of MCP suits. The prototype HEE Space Suit explored integumentary homeostasis, thermal control and mobility using advanced bio-medical materials technology and construction concepts. The goal was a space suit that functions as an enhanced, multi-functional bio-mimic of the human epidermal layer that works in attunement with the wearer rather than as a separate system. In addressing human physiological requirements for design and construction of the HEE suit, testing regimes were devised and integrated into the prototype which was then subject to a series of detailed tests using both anatomical reproduction methods and human subject.

  3. Resident Space Object Characterization and Behavior Understanding via Machine Learning and Ontology-based Bayesian Networks

    Science.gov (United States)

    Furfaro, R.; Linares, R.; Gaylor, D.; Jah, M.; Walls, R.

    2016-09-01

    In this paper, we present an end-to-end approach that employs machine learning techniques and Ontology-based Bayesian Networks (BN) to characterize the behavior of resident space objects. State-of-the-Art machine learning architectures (e.g. Extreme Learning Machines, Convolutional Deep Networks) are trained on physical models to learn the Resident Space Object (RSO) features in the vectorized energy and momentum states and parameters. The mapping from measurements to vectorized energy and momentum states and parameters enables behavior characterization via clustering in the features space and subsequent RSO classification. Additionally, Space Object Behavioral Ontologies (SOBO) are employed to define and capture the domain knowledge-base (KB) and BNs are constructed from the SOBO in a semi-automatic fashion to execute probabilistic reasoning over conclusions drawn from trained classifiers and/or directly from processed data. Such an approach enables integrating machine learning classifiers and probabilistic reasoning to support higher-level decision making for space domain awareness applications. The innovation here is to use these methods (which have enjoyed great success in other domains) in synergy so that it enables a "from data to discovery" paradigm by facilitating the linkage and fusion of large and disparate sources of information via a Big Data Science and Analytics framework.

  4. NAVIGATING PROTOTYPING SPACES FOR CO-DESIGN OF ACTOR-NETWORKS

    DEFF Research Database (Denmark)

    Pedersen, Signe; Brodersen, Søsser

    2017-01-01

    of diverse actors in what we term prototyping spaces. In these prototyping spaces, prototypes play an important role in visualising controversies, enabling matters of concern to be negotiated, and making knowledge transparent throughout the design process. Based on a case study of a pilot program to make...... of temporary prototyping spaces, which are to be staged and facilitated to allow various actors to negotiate matters of concern. Designers then translate the resulting knowledge and insights into pro-totypes for use in subsequent spaces and eventually into an actor-network com-prising the final solution....

  5. Designing Interaction Spaces for Rich Internet Applications with UML

    DEFF Research Database (Denmark)

    Dolog, Peter; Stage, Jan

    2007-01-01

    In this paper, we propose a new method for designing rich internet applications. The design process uses results from an object-oriented analysis and employs interaction spaces as the basic abstraction mechanism. State diagrams are employed as refinements of interaction spaces and task models...

  6. IMS Learning Design Frequently Asked Questions

    NARCIS (Netherlands)

    Tattersall, Colin; Manderveld, Jocelyn; Hummel, Hans; Sloep, Peter; Koper, Rob; De Vries, Fred

    2004-01-01

    This list of frequently asked questions was composed on the basis of questions asked of the Educational Technology Expertise Centrum. The questions addessed are: Where can I find the IMS Learning Design Specification? What is meant by the phrase “Learning Design”? What is the IMS LD Specification

  7. Active and Passive Technology Integration: A Novel Approach for Managing Technology's Influence on Learning Experiences in Context-Aware Learning Spaces

    Science.gov (United States)

    Laine, Teemu H.; Nygren, Eeva

    2016-01-01

    Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…

  8. PatterNet: a system to learn compact physical design pattern representations for pattern-based analytics

    Science.gov (United States)

    Lutich, Andrey

    2017-07-01

    This research considers the problem of generating compact vector representations of physical design patterns for analytics purposes in semiconductor patterning domain. PatterNet uses a deep artificial neural network to learn mapping of physical design patterns to a compact Euclidean hyperspace. Distances among mapped patterns in this space correspond to dissimilarities among patterns defined at the time of the network training. Once the mapping network has been trained, PatterNet embeddings can be used as feature vectors with standard machine learning algorithms, and pattern search, comparison, and clustering become trivial problems. PatterNet is inspired by the concepts developed within the framework of generative adversarial networks as well as the FaceNet. Our method facilitates a deep neural network (DNN) to learn directly the compact representation by supplying it with pairs of design patterns and dissimilarity among these patterns defined by a user. In the simplest case, the dissimilarity is represented by an area of the XOR of two patterns. Important to realize that our PatterNet approach is very different to the methods developed for deep learning on image data. In contrast to "conventional" pictures, the patterns in the CAD world are the lists of polygon vertex coordinates. The method solely relies on the promise of deep learning to discover internal structure of the incoming data and learn its hierarchical representations. Artificial intelligence arising from the combination of PatterNet and clustering analysis very precisely follows intuition of patterning/optical proximity correction experts paving the way toward human-like and human-friendly engineering tools.

  9. Integrating SQ4R Technique with Graphic Postorganizers in the Science Learning of Earth and Space

    OpenAIRE

    Djudin, Tomo; Amir, R

    2018-01-01

    This study examined the effect of integrating SQ4R reading technique with graphic post organizers on the students' Earth and Space Science learning achievement and development of metacognitive knowledge. The pretest-posttest non-equivalent control group design was employed in this quasi-experimental method. The sample which consists of 103 seventh grade of secondary school students of SMPN 1 Pontianak was drawn by using intact group random sampling technique. An achievement test and a questio...

  10. Collaborative Design of Technology-Enhanced Learning: What Can We Learn from Teacher Talk?

    Science.gov (United States)

    McKenney, Susan; Boschman, Ferry; Pieters, Jules; Voogt, Joke

    2016-01-01

    The collaborative design of technology-enhanced learning is seen as a practical and effective professional development strategy, especially because teachers learn from each other as they share and apply knowledge. But how teacher design team participants draw on and develop their knowledge has not yet been investigated. This qualitative…

  11. The FITS model: an improved Learning by Design approach

    OpenAIRE

    Michels, Koen; Vries, de, Marc; Breukelen, van, Dave; Schure, Frank

    2016-01-01

    Learning by Design (LBD) is a project-based inquiry approach for interdisciplinary teaching that uses design contexts to learn skills and conceptual knowledge. Research around the year 2000 showed that LBD students achieved high skill performances but disappointing conceptual learning gains. A series of exploratory studies, previous to the study in this paper, indicated how to enhance concept learning. Small-scale tested modifications, based on explicit teaching and scaffolding, were promisin...

  12. Leveraging Faculty Reflective Practice to Understand Active Learning Spaces: Flashbacks and Re-Captures

    Science.gov (United States)

    Ramsay, Crystal M.; Guo, Xiuyan; Pursel, Barton K.

    2017-01-01

    Although learning spaces research is not new, research approaches that target the specific teaching and learning experiences of faculty and students who occupy active learning classrooms (ALCs) is nascent. We report on two novels data collection approaches: Flashbacks and Re-Captures. Both leverage faculty reflective practice and provide windows…

  13. The Implementation of Service-Learning in Graduate Instructional Design Coursework

    Science.gov (United States)

    Stefaniak, Jill E.

    2015-01-01

    This paper describes the design of service-learning experiences with a graduate-level instructional design course. Service-learning provides students with real-life experiences in a situated-learning environment. Students were tasked with working on an instructional design project in a real-world setting to gain consultative experience. This paper…

  14. A framework for studying teacher learning by design

    NARCIS (Netherlands)

    Voogt, Joke; McKenney, Susan; Janssen, Fred; Berry, Amanda; Kicken, Wendy; Coenders, Fer

    2012-01-01

    Voogt, J., McKenney, S., Janssen, F., Berry, A., Kicken, W., & Coenders, F. (2012, 2-6 July). A framework for studying teacher learning by design. Paper presentation at the Teachers as Designers of Technology Enhanced Learning pre-conference workshop in conjunction with the ISLS annual meeting,

  15. Collaboration through Flickr & Skype: Can Web 2.0 Technology Substitute the Traditional Design Studio in Higher Design Education?

    Science.gov (United States)

    Fleischmann, Katja

    2014-01-01

    Technology has not only changed the work practice of designers but also how design is taught and learned. The emergence of digital technology has made computer labs a central learning space for design students. Since this change, studio-based learning in its traditional sense appears to be in decline in higher education institutions. This is in…

  16. Facilitating Learning Spaces in Forum Theatre

    Science.gov (United States)

    Rae, Jan

    2013-01-01

    Purpose: The purpose of this paper is to evaluate the extent to which forum theatre interventions can support non-hierarchical approaches to learning, development and change management initiatives in organisations. Design/methodology/approach: Semi-structured interviews were carried out with theatre consultancies, actors/facilitators,…

  17. Creating by Reusing Learning Design Solutions

    NARCIS (Netherlands)

    Hernández-Leo, Davinia; Harrer, Andreas; Dodero, Juan Manuel; Asensio-Pérez, Juan; Burgos, Daniel

    2006-01-01

    Hernández-Leo, D., Harrer, A., Dodero, J. M., Asension-Pérez, J. I., & Burgos, D. (2006). Creating by reusing Learning Design solutions. Proceedings of 8th Simposo Internacional de Informática Educativa, León, Spain: IEEE Technical Committee on Learning Technology. Retrieved October 3rd, 2006, from

  18. The Astro Learning Design Player

    NARCIS (Netherlands)

    Sharples, Paul; Wilson, Scott; Popat, Kris; Griffiths, David; Beauvoir, Phillip

    2010-01-01

    Sharples, Paul Wilson, S., Popat, K., Griffiths, D., Beauvoir, P. (2009) The Astro Learning Design Player. This software is distributed under the three clause BSD license, copyright TENCompetence Foundation

  19. Mechanical design of a lidar system for space applications - LITE

    Science.gov (United States)

    Crockett, Sharon K.

    1990-01-01

    The Lidar In-Space Technology Experiment (LITE) is a Shuttle experiment that will demonstrate the first use of a lidar system in space. Its design process must take into account not only the system design but also the unique design requirements for spaceborne experiment.

  20. Implementing Project Based Learning Approach to Graphic Design Course

    Science.gov (United States)

    Riyanti, Menul Teguh; Erwin, Tuti Nuriah; Suriani, S. H.

    2017-01-01

    The purpose of this study was to develop a learning model based Commercial Graphic Design Drafting project-based learning approach, was chosen as a strategy in the learning product development research. University students as the target audience of this model are the students of the fifth semester Visual Communications Design Studies Program…

  1. Metadata and Ontologies in Learning Resources Design

    Science.gov (United States)

    Vidal C., Christian; Segura Navarrete, Alejandra; Menéndez D., Víctor; Zapata Gonzalez, Alfredo; Prieto M., Manuel

    Resource design and development requires knowledge about educational goals, instructional context and information about learner's characteristics among other. An important information source about this knowledge are metadata. However, metadata by themselves do not foresee all necessary information related to resource design. Here we argue the need to use different data and knowledge models to improve understanding the complex processes related to e-learning resources and their management. This paper presents the use of semantic web technologies, as ontologies, supporting the search and selection of resources used in design. Classification is done, based on instructional criteria derived from a knowledge acquisition process, using information provided by IEEE-LOM metadata standard. The knowledge obtained is represented in an ontology using OWL and SWRL. In this work we give evidence of the implementation of a Learning Object Classifier based on ontology. We demonstrate that the use of ontologies can support the design activities in e-learning.

  2. Fictional space in participatory design of engaging interactive environments

    DEFF Research Database (Denmark)

    Dindler, Christian

    2010-01-01

    practices of visitors and museum knowledge. The second and larger part of the contribution addresses the issue of shaping design inquiries. This part is summarized through the overarching notion of fictional space denoting a perspective on the creation of a design space where established norms...... spaces for museums and science centres. The dissertation is composed of seven research papers framed by a general overview that summarises the arguments made in the papers and outlines related work and research method. The contribution reflects a dual yet intertwined concern for understanding engagement...... in exhibition spaces and shaping design inquiries around the notion of engaging interactive environments. The first part of the contribution relates to conceptualising aspects of engagement in relation to interactive environments. The perspective of participatory engagement is presented as an overarching...

  3. D.3.3 PLOT Persuasive Learning Design Framework

    DEFF Research Database (Denmark)

    Gram-Hansen, Sandra Burri

    2012-01-01

    In this third and final deliverable of WP3: Persuasive Learning Designs, the theoretical cross field between persuasion and learning and the practical analysis of the technological learning tools and products which are currently related to the PLOT project, namely the GLOMaker and the 3ET tool......, are linked together as persuasive learning designs are defined and exemplified through the four e-PLOT cases. Based on the literary study of D.3.1 as well as the subsequent discussions and reflections regarding the theoretical foundation and practical application of persuasive learning technologies......-PLOT work cases. In conclusion, the report presents a number of suggestions regarding the improvement of the two learning tools, which from a theoretical perspective will enhance the persuasive potential, and which can be taken into consideration in WP4 and 5....

  4. I-space

    DEFF Research Database (Denmark)

    Helms, Niels Henrik; Tellerup, Susanne; Bryderup, Karin Jensen

    This paper presents I-Space. The purpose of this project is to improve the wellbeing and life quality of mentally impaired citizens through the development of new technologies, which could enhance learning and motivation. The project is used as reference to a discussion on structures within design...

  5. I-space

    DEFF Research Database (Denmark)

    Helms, Niels Henrik; Tellerup, Susanne; Bryderup, Karin Jensen

    2012-01-01

    This paper presents I-Space. The purpose of this project is to improve the wellbeing and life quality of mentally impaired citizens through the development of new technologies, which could enhance learning and motivation. The project is used asreference to a discussion on structures within design...

  6. Developments in the Multilingual and Multicultural Learning Space

    DEFF Research Database (Denmark)

    Lauridsen, Karen M.; Cozart, Stacey Marie; Kling, Joyce

    Uni project (2012-15) recommends that higher education institutions (HEI) provide ‘the necessary professional development and teacher training programmes that will allow HE teachers to appropriately develop (…) their professional and pedagogical knowledge, skills and competences and thereby empower them...... to ensure the quality of their teaching – and their students’ learning – in the multilingual and multicultural learning space’ (www.intluni.eu; Carroll 2015; Leask 2015). For many universities and other HEIs around the world, the multilingual and multicultural classroom is the new – or no longer quite so...... platform with resources targeted at EDs responsible for advancing faculty development in this area. In this session, the presenters will report on the first outcomes of EQUiiP. Participants will then be invited to interact and explore best practices in the multilingual and multicultural learning space...

  7. Context and Deep Learning Design

    Science.gov (United States)

    Boyle, Tom; Ravenscroft, Andrew

    2012-01-01

    Conceptual clarification is essential if we are to establish a stable and deep discipline of technology enhanced learning. The technology is alluring; this can distract from deep design in a surface rush to exploit the affordances of the new technology. We need a basis for design, and a conceptual unit of organization, that are applicable across…

  8. Learning design som systematisk alternativ til one-hit wonders

    DEFF Research Database (Denmark)

    Godsk, Mikkel; Hansen, Janne Saltoft

    2016-01-01

    In 2011 an ambitious policy for educational IT was issued at Aarhus University (AU). The policy includes a number of focus areas of which particularly the acquisition and implementation of a common e‐learning platform, training of educators, and the development of teaching are of the highest...... priority (Aarhus Universitet, 2011). Due to limited funds there has been a need for an extraordinary systematic and effective way to manage the work of implementation and development. This meant that Faculty of Science and Technology (ST) in 2013 developed a learning design framework, STREAM (Godsk, 2013...... of coherent teaching (Conole & Fill, 2005; Fink, 2013). This operationalisation meant that the learning design approach could also be used to pedagogically qualify the implementation and deployment of the university's new e­‐learning platform, Blackboard Learn. In the article we describe our learning design...

  9. Uncommons: Transforming Dusty Reading Rooms into Artefactual "Third Space" Library Learning Labs

    Science.gov (United States)

    Schadl, Suzanne Michele; Nelson, Molly; Valencia, Kristen S.

    2015-01-01

    This article describes the implementation of two inexpensive social learning library laboratories for advanced students in Latin American and Chicana/o studies. Drawing on philosophical literature from these interdisciplinary areas and ethnic studies, these cases present a "third space" option for library learning called…

  10. IntlUni - The Challenges of the Multilingual and Multicultural Learning Space in the International University

    DEFF Research Database (Denmark)

    Lauridsen, Karen M.

    learning space, and to develop recommendations for how higher education institutions may implement and ensure the sustainability of quality teaching and learning in this space. IntlUni is a three-year Erasmus Academic Network (2012-2015) and has received financial support from the European Commission......IntlUni: The challenges of the multilingual and multicultural learning space in the international university The past decade has witnessed an unprecedented increase in the internationalisation of higher education. This means that more people in higher education than ever before are teaching...... and learning through the medium of a language other than their own first languages. What are the implication of this for lecturers and students? And what are the implications for this for the quality of European higher education programmes? Taking it for granted that the internationalisation of higher...

  11. Research Notes ~ Elements of Effective e-Learning Design

    Directory of Open Access Journals (Sweden)

    Andrew R. Brown

    2005-03-01

    Full Text Available Preparing and developing e-learning materials is a costly and time consuming enterprise. This paper highlights the elements of effective design that we consider assist in the development of high quality materials in a cost efficient way. We introduce six elements of design and discuss each in some detail. These elements focus on paying attention to the provision of a rich learning activity, situating this activity within an interesting story line, providing meaningful opportunities for student reflection and third party criticism, considering appropriate technologies for delivery, ensuring that the design is suitable for the context in which it will be used, and bearing in mind the personal, social, and environmental impact of the designed activities. Along the way, we describe how these design elements can be effectively utilized by contextualizing them with examples from an e-learning initiative.

  12. Prototypes and matrix relevance learning in complex fourier space

    NARCIS (Netherlands)

    Straat, M.; Kaden, M.; Gay, M.; Villmann, T.; Lampe, Alexander; Seiffert, U.; Biehl, M.; Melchert, F.

    2017-01-01

    In this contribution, we consider the classification of time-series and similar functional data which can be represented in complex Fourier coefficient space. We apply versions of Learning Vector Quantization (LVQ) which are suitable for complex-valued data, based on the so-called Wirtinger

  13. A New Design Approach to game or play based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    to ground the students sense of meaning. This paper proposes another approach: using visualization in immersive 3D-worlds as documentation of learning progress while at the same time constituting a reward system which motivate further learning. The overall design idea is to build a game based learning......Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... game based learning system, but also confront aspects of modern learning theory especially the notion of reference between content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way to tackle the common experience...

  14. Managing the Complexity of Design Problems through Studio-Based Learning

    Science.gov (United States)

    Cennamo, Katherine; Brandt, Carol; Scott, Brigitte; Douglas, Sarah; McGrath, Margarita; Reimer, Yolanda; Vernon, Mitzi

    2011-01-01

    The ill-structured nature of design problems makes them particularly challenging for problem-based learning. Studio-based learning (SBL), however, has much in common with problem-based learning and indeed has a long history of use in teaching students to solve design problems. The purpose of this ethnographic study of an industrial design class,…

  15. Transforming Conceptual Space into a Creative Learning Place: Crossing a Threshold

    Science.gov (United States)

    Moffat, Kirstine; McKim, Anne

    2016-01-01

    This article describes, discusses and reflects on a teaching and learning experiment in a first year BA course. Students were led out of the lecture room to a different space, the New Place Theatre. While this move out of the usual teaching space was appropriate for the text being studied, William Shakespeare's "The Tempest", the…

  16. Rich services in interoperable Learning Designs: can the circle be squared?

    OpenAIRE

    Griffiths, David

    2009-01-01

    Griffiths, D. (2009). Rich services in interoperable Learning Designs: Can the circle be squared?. Presented at Opening Up Learning Design, European LAMS and Learning Design Conference 2009. July, 6-9, 2009, Milton Keynes, United Kingdom.

  17. A BIO-EXPERIENTIAL MODEL FOR LEARNING CREATIVE DESIGN PRACTICES THAT SUPPORTS TRANSFORMATIVE DEVELOPMENT IN BEGINNING DESIGN STUDENTS

    Directory of Open Access Journals (Sweden)

    Stephen Temple

    2010-07-01

    Full Text Available This paper asks what beginning design learning experiences best support the remainder of design education. It is a conjecture of brain-based learning theory that a student’s direct, concrete primary experiences are responsible for the construction of fundamental structures of neural processing as “hard wired” pathways. These structures then form the ground of and set into play patterns of later more abstracted learning experiences. Pedagogy of basic design courses that seeks introduction of creative processes as a foundation for design education must recognize these experiential, biologically developmental relationships as basic to developmentally appropriate beginning design curriculum. This paper models a beginning design pedagogy on developmental relationships between concrete and abstract processes of learning as a basis for transformative creative thinking that enables student self-development that progresses up the curriculum. Aligning with developmental learning theories (Piaget and others, a basic tenant of this approach is that learning at the primary level of direct experience self initiates brain changes where students form their own structure of learning. Thus, initial learning experiences will be those that best enable decision-making consistent with the biological interactivity between body and mind, between, respectively, the concrete and the abstract. This is important because the designed environment in which we all live is grounded in the development of abstract content experientially based in concrete material physicality. Experiential learning theories (Kolb and others, following Piaget identify concrete and abstract learning as fundamental poles for acquiring and acting on knowledge: Concrete learning involves direct experiential engagement through heuristic discovery and reflection and abstract learning involves indirect representational cues in acts of conceptualization, synthesis, and experimentation. The

  18. Transformative learning spaces

    DEFF Research Database (Denmark)

    Maslo, Elina

    Despite rapid development of learning theory in general and language learning theory in particular in the last years, we still cannot provide an unequivocal answer on the question “why do individuals who presumably possess similar cognitive capacities for second language learning achieve such var......, Leo (2010). The ecology of language learning: Practice to theory, theory to practice. Procedia – Social and Behavioral Sciences. Elsevier......., social, personal, cultural, and historical world they live in (van Lier, 2000). People can learn when they discover possibilities for learning, which appear in this complex world – so called affordances (Gibson, 1979). This happens in the interaction between people and their environment on the basis...... to the different ways of interaction of cognitive, affective and social factors by different individuals. Learning stories, where multilingual individuals are telling about their subjective experiences in language learning in particular and learning in general, are constructed by using a special developed...

  19. [Establishment of design space for production process of traditional Chinese medicine preparation].

    Science.gov (United States)

    Xu, Bing; Shi, Xin-Yuan; Qiao, Yan-Jiang; Wu, Zhi-Sheng; Lin, Zhao-Zhou

    2013-03-01

    The philosophy of quality by design (QbD) is now leading the changes in the drug manufacturing mode from the conventional test-based approach to the science and risk based approach focusing on the detailed research and understanding of the production process. Along with the constant deepening of the understanding of the manufacturing process, the design space will be determined, and the emphasis of quality control will be shifted from the quality standards to the design space. Therefore, the establishment of the design space is core step in the implementation of QbD, and it is of great importance to study the methods for building the design space. This essay proposes the concept of design space for the production process of traditional Chinese medicine (TCM) preparations, gives a systematic introduction of the concept of the design space, analyzes the feasibility and significance to build the design space in the production process of traditional Chinese medicine preparations, and proposes study approaches on the basis of examples that comply with the characteristics of traditional Chinese medicine preparations, as well as future study orientations.

  20. Apps i anatomiundervisningen - perspektiver for et nyt learning design

    Directory of Open Access Journals (Sweden)

    Solvej Videbaek

    2016-05-01

    Full Text Available Dansk Formålet med denne artikel var at diskutere, hvordan Learning Design kan anvendes ved implementering af mobile platforme i undervisningen på universitetsniveau. Med udgangspunkt i teoretiske modeller og undervisernes overvejelser diskuteres brug af Learning Design og implementering informationsteknologi med afsæt i anvendelse af applikationer til tablets og smartphones i anatomiundervisningen på Aarhus Universitet. Sekundært præsenterer artiklen resultater fra et pilotprojekt i anatomiundervisningen på medicinstudiet, Aarhus Universitet, der viser, at de studerende er positivt indstillede over for informationsteknologi i undervisningen, at de er teknologiparate, og at anatomiapplikationerne forbedrer de studerendes oplevelse af tredimensional forståelse. Ved anvendelse af et veltilrettelagt Learning Design kan undervisningssessioner og kurser designes til i højere grad at anvende informations- og uddannelsesteknologi i integrerede læringsforløb. English The purpose of the this study was to discuss how Learning Design can be used when implementing mobile learning devices in education at universities. Based on theoretical models and the teachers’ thoughts and reflections, the use of Learning Design and implementation of information technology is discussed on the basis of using tablets and smartphones with anatomy specific applications in anatomy courses at the School of medicine, Aarhus University, Denmark. Secondarily, the results from a pilot project including tablets in anatomy teaching are presented, showing that the students have a positive attitude towards information technology in education, that they are used to using information technology in education, and that anatomy applications improve the students’ understanding of anatomy in three dimensions. By application of a well-designed Learning Design, teaching sessions can implement information- and educational technology in a combination of in-class and out-of-class.

  1. The future of the IMS Learning Design specification: a critical look

    NARCIS (Netherlands)

    Sloep, Peter

    2009-01-01

    P. B. Sloep (2009). The future of the IMS Learning Design specification: a critical look. Presentation at the IMS Learning Design seminar 'The future of IMS Learning Design'. December, 10, 2009, Wollongong, Australia: University of Wollongong.

  2. The spacing effect in immediate and delayed free recall.

    Science.gov (United States)

    Godbole, Namrata R; Delaney, Peter F; Verkoeijen, Peter P J L

    2014-01-01

    Spacing repetitions improves learning relative to massing repetitions (the spacing effect). While most studies have examined the spacing effect at short retention intervals, there are contradictory claims about its fate at a delay. Certain empirical findings suggest that the spacing effect persists at a delay. However, a recent theoretical account proposes that in free recall the spacing effect should disappear at a delay. The few studies that have examined the spacing effect at a delay are sub-optimally designed, preventing an unbiased conclusion. The current study used incidental learning and controlled recency and encoding strategy in order to examine the effect of delay on the recall of spaced items within a free recall paradigm. The results demonstrated that the spacing effect persists after a delay. The results point to an important dissociation between intentional forgetting and context-change designs (which produce more forgetting of spaced than massed items) and the passage of time (which produces similar forgetting of spaced and massed items).

  3. Safe Exploration of State and Action Spaces in Reinforcement Learning

    OpenAIRE

    Garcia, Javier; Fernandez, Fernando

    2014-01-01

    In this paper, we consider the important problem of safe exploration in reinforcement learning. While reinforcement learning is well-suited to domains with complex transition dynamics and high-dimensional state-action spaces, an additional challenge is posed by the need for safe and efficient exploration. Traditional exploration techniques are not particularly useful for solving dangerous tasks, where the trial and error process may lead to the selection of actions whose execution in some sta...

  4. Bridging the Design-Science Gap with Tools: Science Learning and Design Behaviors in a Simulated Environment for Engineering Design

    Science.gov (United States)

    Chao, Jie; Xie, Charles; Nourian, Saeid; Chen, Guanhua; Bailey, Siobhan; Goldstein, Molly H.; Purzer, Senay; Adams, Robin S.; Tutwiler, M. Shane

    2017-01-01

    Many pedagogical innovations aim to integrate engineering design and science learning. However, students frequently show little attempt or have difficulties in connecting their design projects with the underlying science. Drawing upon the Cultural-Historical Activity Theory, we argue that the design tools available in a learning environment…

  5. Design Framework for an Adaptive MOOC Enhanced by Blended Learning

    DEFF Research Database (Denmark)

    Gynther, Karsten

    2016-01-01

    The research project has developed a design framework for an adaptive MOOC that complements the MOOC format with blended learning. The design framework consists of a design model and a series of learning design principles which can be used to design in-service courses for teacher professional...

  6. Learning styles and courseware design

    OpenAIRE

    Valley, Karen

    1997-01-01

    In this paper we examine how (courseware) can accommodate differences in preferred learning style. A review of the literature on learning styles is followed by a discussion of the implications of being able to accurately classify learners, and key issues that must be addressed are raised. We then present two courseware design solutions that take into account individual learning‐style preference: the first follows on from traditional research in this area and assumes that learners can be class...

  7. Teacher-Led Design of an Adaptive Learning Environment

    Science.gov (United States)

    Mavroudi, Anna; Hadzilacos, Thanasis; Kalles, Dimitris; Gregoriades, Andreas

    2016-01-01

    This paper discusses a requirements engineering process that exemplifies teacher-led design in the case of an envisioned system for adaptive learning. Such a design poses various challenges and still remains an open research issue in the field of adaptive learning. Starting from a scenario-based elicitation method, the whole process was highly…

  8. Research on the Design of Public Space Environment for Aging Society

    Science.gov (United States)

    Fang, Gu; Soo, Kim Chul

    2018-03-01

    This paper studies the living space environment suitable for the elderly, because the elderly and the disabled have become increasingly prominent social problems. Through the discussion of the humanistic environment design method of the elderly and the disabled, the paper puts forward a new environment design which has the traditional characteristics and adapts to the new society to care for the elderly (the disabled).By studying and analyzing the background of social aging, the theory of public space environment design and the needs of the elderly, it is pointed out that the design of public space environment in the aged society needs to be implemented in detail design. The number of elderly people in public space will increase, give full attention to the public space outdoor environment quality, for the elderly to provide a variety of environmental facilities have long-term significance.

  9. Enabling MPSoC design space exploration on FPGAs

    NARCIS (Netherlands)

    Shabbir, A.; Kumar, A.; Mesman, B.; Corporaal, H.; Hussain, D.M.A.; Rajput, A.Q.K.; Chowdhry, B.S.; Gee, Q.

    2009-01-01

    Future applications for embedded systems demand chip multiprocessor designs to meet real-time deadlines. These multiprocessors are increasingly becoming heterogeneous for reasons of cost and power. Design space exploration (DSE) of application mapping becomes a major design decision in such systems.

  10. Investigating the Impact of Schools' Open Space on Learning and Educational Achievement of Elementary Students

    Directory of Open Access Journals (Sweden)

    Abdolreza Gilavand

    2016-04-01

    Full Text Available Background It is obvious that most of informal learnings of social skills and constructive plays occur in school yards and play-fields where children spend much of their non-official time of teaching. This study aimed to investigate the impact of schools' open space on learning and educational achievement of elementary students in Ahvaz, Southwest of Iran. Materials and Methods At a cross-sectional study, 210 students were selected randomly as sample of study. Data collection tools included Hermance’s achievement motivation questionnaire and researcher-constructed questionnaire (observation checklist to examine the physical parameters of learning schools' open space and interviews with students. Data of study were analyzed in SPSS- 21 software. Results Results of this study showed that schools' open space has a significant impact on learning and academic achievement of elementary school students in Ahvaz- Iran (P

  11. A Study of an Architecture Design Learning Process Based on Social Learning, Course Teaching, Interaction, and Analogical Thinking

    Directory of Open Access Journals (Sweden)

    Yun-Wu Wu

    2014-01-01

    Full Text Available The students in the vocational education of architecture design in Taiwan often face many learning obstacles, such as no problem solving ability and lack of creativity. Therefore, this study used a social learning model as a learning strategy in the architecture design learning process to solve related learning difficulties. Firstly, this study used cognitive development teaching activities and a learning process based on analogical thinking and analogical reasoning to build the social learning model. Secondly, the social learning model of this study was implemented in the teaching of a required course of architecture design for 120 freshmen in China University of Technology. The questionnaire survey results were then statically analyzed and compared to measure the differences in the students’ knowledge about architecture designs before and after the teaching in this study. In this study, the social learning model is proven helpful in inspiring the students’ creativity by converting new knowledge of architecture design into schemas and hence retaining the new knowledge for future application. The social learning model can be applied in the teaching of architecture design in other schools, while more research can be conducted in the future to further confirm its feasibility to promote effective learning.

  12. Lack of spacing effects during piano learning

    OpenAIRE

    Wiseheart, Melody; D?Souza, Annalise A.; Chae, Jacey

    2017-01-01

    Spacing effects during retention of verbal information are easily obtained, and the effect size is large. Relatively little evidence exists on whether motor skill retention benefits from distributed practice, with even less evidence on complex motor skills. We taught a 17-note musical sequence on a piano to individuals without prior formal training. There were five lags between learning episodes: 0-, 1-, 5-, 10-, and 15-min. After a 5-min retention interval, participants' performance was meas...

  13. Blending Online Asynchronous and Synchronous Learning

    Directory of Open Access Journals (Sweden)

    Lisa C. Yamagata-Lynch

    2014-04-01

    Full Text Available In this article I will share a qualitative self-study about a 15-week blended 100% online graduate level course facilitated through synchronous meetings on Blackboard Collaborate and asynchronous discussions on Blackboard. I taught the course at the University of Tennessee (UT during the spring 2012 semester and the course topic was online learning environments. The primary research question of this study was: How can the designer/instructor optimize learning experiences for students who are studying about online learning environments in a blended online course relying on both synchronous and asynchronous technologies? I relied on student reflections of course activities during the beginning, middle, and the end of the semester as the primary data source to obtain their insights regarding course experiences. Through the experiences involved in designing and teaching the course and engaging in this study I found that there is room in the instructional technology research community to address strategies for facilitating online synchronous learning that complement asynchronous learning. Synchronous online whole class meetings and well-structured small group meetings can help students feel a stronger sense of connection to their peers and instructor and stay engaged with course activities. In order to provide meaningful learning spaces in synchronous learning environments, the instructor/designer needs to balance the tension between embracing the flexibility that the online space affords to users and designing deliberate structures that will help them take advantage of the flexible space.

  14. Learning about Student Research Practices through an Ethnographic Investigation: Insights into Contact with Librarians and Use of Library Space

    Directory of Open Access Journals (Sweden)

    Eamon Tewell

    2017-12-01

    Full Text Available Abstract Objective – Student research habits and expectations continue to change, complicating the design of library spaces and the provision of research support. This study’s intent was to explore undergraduate and graduate student research and study needs at a mid-sized university’s two campuses in the Northeastern United States, and to improve librarians’ understandings of these practices so that more appropriate services and spaces may be developed to support student learning. Methods – The research project utilized a primarily qualitative design for data collection that spanned from fall 2012 to summer 2013, consisting of an online questionnaire, unobtrusive observations, and in-depth semi-structured interviews. Data collection commenced with a questionnaire consisting of 51 items, distributed through campus email to all students and receiving 1182 responses. Second, 32 hours of unobtrusive observations were carried out by librarians, who took ethnographic “field notes” in a variety of Library locations during different times and days of the week. The final method was in-depth interviews conducted with 30 undergraduate and graduate students. The qualitative data were analyzed through the application of a codebook consisting of 459 codes, developed by a data analysis team of 4 librarians. Results – The results address topical areas of student interactions with librarians, contact preferences, and use of library space. Of the interviewees, 60% contacted a librarian at least once, with texting being the most popular method of contact (27%. In being contacted by the library, students preferred a range of methods and generally indicated interest in learning about library news and events through posters and signage. Participants were less interested in receiving library contact via social media, such as Facebook or Twitter. Regarding student use of and preference for library space, prominent themes were students creating their own

  15. Constructivism Based Learning: Design and Practice

    Directory of Open Access Journals (Sweden)

    Lia Kurniawati

    2016-06-01

    Full Text Available Abstract One of many problems in the madrasahs is that learning processes less-involve students actively (teacher-centered, thus, it affects to the improvement of learning outcomes and quality of the graduates. The purposes of this study are , firstly, to analyze what type of constructivism learning models, which can be developed to overcome madrasahs’ problems. Secondly, how to design and implement a learning plan based on the developed constructivism models. This research was conducted at Private Islamic Elementary School  (Madrasah Ad-Diyanah Ciputat, South Tangerang. Research method used in this study is descriptive-qualitative research. The results showed that the active learning models based on constructivism are suitable to be developed in the Madarasah, which were the models of Problem Based Learning (PBM, Realistic Learning, Inquiry Learning and Thematic Learning and also how the development of the learning processes from the lesson plans to the learning implementation showed a paradigm shifting from teacher-centered to student-centered. Abstrak Salah satu permasalahan di madrasah-madrasah adalah proses pembelajaran yang kurang melibatkan siswa secara aktif (berpusat pada guru, sehingga hal ini mengakibatkan pada peningkatan hasil belajar dan kualitas lulusan. Tujuan dari penelitian ini adalah, pertama, untuk menganalisis jenis model pembelajaran konstruktivisme apa yang dapat dikembangkan untuk mengatasi permasalahan di madrasah. Ke dua, bagaimana merancang dan melaksanakan rencana pembelajaran berdasarkan model konstruktivisme yang dikembangkan. Penelitian ini dilaksanakan di Sekolah Dasar Swasta (madrasah Ad-Diayanah Ciputat, Tangerang Selatan. Metode penelitian yang digunakan adalah metode deskriptif-kualitatif. Hasil penelitian menunjukkan bahwa model pembelajaran aktif yang berbasis konstruktivisme sesuai untuk dikembangkan di madrasah, yakni model pembelajaran Problem Based Learning (PBL, Pembelajaran Realistis, Pembelajaran

  16. Designing Scientific Academic Conferences as a Learning Environment: How to Stimulate Active Learning at Academic Conferences?

    DEFF Research Database (Denmark)

    Verbeke, Johan

    2015-01-01

    conference design and an appropriate learning environment are available. The overall conference design, however, is a crucial aspect in the learning of the participants and deserves special attention from conference organizers. Method: I have organized around 15 carefully designed conferences (and attended...... architecture, arts and design) and on the way knowledge sharing and knowledge development was stimulated at these events. These conferences included less traditional conference designs, collective learning and explicit sharing of understanding between participants. Results: Collaboration in small groups...... for discussing and learning makes a huge difference in sharing and developing new knowledge. This paper aims to highlight the importance and raise awareness of different methods of stimulating the construction of knowledge by conference participants. I hope it will inspire future conference organizers and help...

  17. Representing adaptive and adaptable Units of Learning. How to model personalized eLearning in IMS Learning Design

    OpenAIRE

    Burgos, Daniel; Tattersall, Colin; Koper, Rob

    2006-01-01

    Burgos, D., Tattersall, C., & Koper, E. J. R. (2007). Representing adaptive and adaptable Units of Learning. How to model personalized eLearning in IMS Learning Design. In B. Fernández Manjon, J. M. Sanchez Perez, J. A. Gómez Pulido, M. A. Vega Rodriguez & J. Bravo (Eds.), Computers and Education: E-learning - from theory to practice. Germany: Kluwer.

  18. Warping similarity space in category learning by human subjects: the role of task difficulty

    OpenAIRE

    Pevtzow, Rachel; Harnad, Stevan

    1997-01-01

    In innate Categorical Perception (CP) (e.g., colour perception), similarity space is "warped," with regions of increased within-category similarity (compression) and regions of reduced between-category similarity (separation) enh ancing the category boundaries and making categorisation reliable and all-or-none rather than graded. We show that category learning can likewise warp similarity space, resolving uncertainty near category boundaries. Two Hard and two Easy texture learning tasks were ...

  19. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    Directory of Open Access Journals (Sweden)

    Winwin Wiana

    2017-05-01

    Full Text Available This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology is the student is not optimal when learning designing clothes based computer technology both in terms of learning content learning mechanisms that still uses a linear media and limitations of highly structured learning time. 2 Animation multimedia has the following characteristics a media of learning is convergent interactive self-contained in the sense of giving convenience to users without the guidance of others as multimedia applications can present the material to see more interesting and informative. 3 Design of multimedia learning software developed include the creation of flowcharts storyboards and drafting manuscript of interactive multimedia based animation. 4 Based on the results of validation by multimedia experts obtained an average percentage of 85.55 viability of the material experts obtained an average percentage of 90.84 viability and by students as users gained an average percentage of 96.38 eligibility so it can be said that the standard of the feasibility of interactive multimedia based animation developed is included in the category of Very High or Very Good. Furthermore experts agree that the development of interactive multimedia based animation on learning Fashion Design Technology can be used with some aspects that need to be improved to obtain higher levels of feasibility more optimal.

  20. Innovative Learning Environments and New Materialism: A Conjunctural Analysis of Pedagogic Spaces

    Science.gov (United States)

    Charteris, Jennifer; Smardon, Dianne; Nelson, Emily

    2017-01-01

    An Organisation for Economic Cooperation and Development research priority, innovative learning environments (ILEs) have been translated into policy and practice in 25 countries around the world. In Aotearoa/New Zealand, learning spaces are being reconceptualised in relation to this policy work by school leaders who are confronted by an impetus to…

  1. Designing blended learning interventions for the 21st century student.

    Science.gov (United States)

    Eagleton, Saramarie

    2017-06-01

    The learning requirements of diverse groups of students in higher education challenge educators to design learning interventions that meet the need of 21st century students. A model was developed to assist lecturers, especially those that are new to the profession, to use a blended approach to design meaningful learning interventions for physiology. The aim of the model is to encourage methodical development of learning interventions, while the purpose is to provide conceptual and communication tools that can be used to develop appropriate operational learning interventions. A whole brain approach that encourages challenging the four quadrants is encouraged. The main arguments of the model are to first determine the learning task requirements, as these will inform the design and development of learning interventions to facilitate learning and the assessment thereof. Delivery of the content is based on a blended approach. Copyright © 2017 the American Physiological Society.

  2. Design methodology and projects for space engineering

    Science.gov (United States)

    Nichols, S.; Kleespies, H.; Wood, K.; Crawford, R.

    1993-01-01

    NASA/USRA is an ongoing sponsor of space design projects in the senior design course of the Mechanical Engineering Department at The University of Texas at Austin. This paper describes the UT senior design sequence, consisting of a design methodology course and a capstone design course. The philosophical basis of this sequence is briefly summarized. A history of the Department's activities in the Advanced Design Program is then presented. The paper concludes with a description of the projects completed during the 1991-92 academic year and the ongoing projects for the Fall 1992 semester.

  3. Mixed artefacts as mediators for collaborative learning

    DEFF Research Database (Denmark)

    Christiansen, Ellen Tove; Davidsen, Jacob; Konnerup, Ulla

    2012-01-01

    eLearningLab at Aalborg University conduct teaching and research in the intersection between Human Computer Interaction (technology), Information architecture (organization) and learning and development (human action). Inspired by the lay out of workshops spaces at architecture schools, eLearning...... Work and Computer Supported Collaborative Learning. This paper presents the ideas behind the eLearning Lab‘s DesignLab.......eLearningLab at Aalborg University conduct teaching and research in the intersection between Human Computer Interaction (technology), Information architecture (organization) and learning and development (human action). Inspired by the lay out of workshops spaces at architecture schools, eLearning......-through-construction as part of the Problem Based Learning pedagogy, and to increase students‘ awareness of the role of embodied interaction in learning. Simultaneously the Lab facilitates design of prototypes and exploration of use situations within the fields of Human-Computer Interaction, Computer Supported Cooperative...

  4. Emotion and interior space design: an ergonomic perspective.

    Science.gov (United States)

    Reddy, Swathi Matta; Chakrabarti, Debkumar; Karmakar, Sougata

    2012-01-01

    Interaction between the users and their environment is spontaneous and unavoidable. This interaction can be positive or negative. A good interior space is about considering all the physical, environmental and cognitive elements and harmonizing them to make it a space that feels right, functionally and emotionally. The important element that has to be considered the most in an interior space is the "user". Balancing all these elements is a challenging job and results in a perfect interior space design. This paper intends to bring to light the necessity of designing an optimum interior space, which is a balance of the user's choice and the mandatory standards that ought to be followed for user safety and convenience. There has to be an intervening domain of ergonomics which will guide to bring out a balance between the personal choice of the user and the usual standards followed. It should also provide a step-by-step information, guidance and direction to act to the specifications and standards systematically to adapt an integrated approach of handling all the elements holistically which will indeed result in a good interior space.

  5. Towards a Web-Based Handbook of Generic, Process-Oriented Learning Designs

    Science.gov (United States)

    Marjanovic, Olivera

    2005-01-01

    Process-oriented learning designs are innovative learning activities that include a set of inter-related learning tasks and are generic (could be used across disciplines). An example includes a problem-solving process widely used in problem-based learning today. Most of the existing process-oriented learning designs are not documented, let alone…

  6. Reinventing Learning: A Design-Research Odyssey

    Science.gov (United States)

    Abrahamson, Dor

    2015-01-01

    Design research is a broad, practice-based approach to investigating problems of education. This approach can catalyze the development of learning theory by fostering opportunities for transformational change in scholars' interpretation of instructional interactions. Surveying a succession of design-research projects, I explain how challenges in…

  7. Content-based VLE designs improve learning efficiency in constructivist statistics education.

    Science.gov (United States)

    Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward

    2011-01-01

    We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific-purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under investigation. The findings demonstrate that a

  8. Content-based VLE designs improve learning efficiency in constructivist statistics education.

    Directory of Open Access Journals (Sweden)

    Patrick Wessa

    Full Text Available BACKGROUND: We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses, which required us to develop a specific-purpose Statistical Learning Environment (SLE based on Reproducible Computing and newly developed Peer Review (PR technology. OBJECTIVES: The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. METHODS: Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. RESULTS: The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student

  9. Content-Based VLE Designs Improve Learning Efficiency in Constructivist Statistics Education

    Science.gov (United States)

    Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward

    2011-01-01

    Background We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific–purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. Objectives The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Methods Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. Results The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under

  10. A Flow of Entrepreneurial Learning Elements in Experiential Learning Settings

    DEFF Research Database (Denmark)

    Ramsgaard, Michael Breum; Christensen, Marie Ernst

    This paper explored the concept of learning in an experiential learning setting and whether the learning process can be understood as a flow of learning factors influencing the outcome. If many constituting factors lead to the development of learning outcomes, there might need to be developed...... that are a part of experiential learning settings and curriculum development....... a differentiated approach to facilitate experiential learning. Subsequently the paper investigated how facilitators of learning processes can design a learning space where the boundary of what is expected from the learner is challenged. In other words the aim was to explore the transformative learning processes...

  11. Motivating Students through Positive Learning Experiences: A Comparison of Three Learning Designs for Computer Programming Courses

    Science.gov (United States)

    Lykke, Marianne; Coto, Mayela; Jantzen, Christian; Mora, Sonia; Vandel, Niels

    2015-01-01

    Based on the assumption that wellbeing, positive emotions and engagement influence motivation for learning, the aim of this paper is to provide insight into students' emotional responses to and engagement in different learning designs. By comparing students' reports on the experiential qualities of three different learning designs, their…

  12. Learning How to Design a Technology Supported Inquiry-Based Learning Environment

    Science.gov (United States)

    Hakverdi-Can, Meral; Sonmez, Duygu

    2012-01-01

    This paper describes a study focusing on pre-service teachers' experience of learning how to design a technology supported inquiry-based learning environment using the Internet. As part of their elective course, pre-service science teachers were asked to develop a WebQuest environment targeting middle school students. A WebQuest is an…

  13. Online Distributed Learning Over Networks in RKH Spaces Using Random Fourier Features

    Science.gov (United States)

    Bouboulis, Pantelis; Chouvardas, Symeon; Theodoridis, Sergios

    2018-04-01

    We present a novel diffusion scheme for online kernel-based learning over networks. So far, a major drawback of any online learning algorithm, operating in a reproducing kernel Hilbert space (RKHS), is the need for updating a growing number of parameters as time iterations evolve. Besides complexity, this leads to an increased need of communication resources, in a distributed setting. In contrast, the proposed method approximates the solution as a fixed-size vector (of larger dimension than the input space) using Random Fourier Features. This paves the way to use standard linear combine-then-adapt techniques. To the best of our knowledge, this is the first time that a complete protocol for distributed online learning in RKHS is presented. Conditions for asymptotic convergence and boundness of the networkwise regret are also provided. The simulated tests illustrate the performance of the proposed scheme.

  14. Lessons Learned from the Crew Health Care System (CHeCS) Rack 1 Environmental Control and Life Support (ECLS) Design

    Science.gov (United States)

    Williams, David E.

    2006-01-01

    This paper will provide an overview of the International Space Station (ISS) Environmental Control and Life Support (ECLS) design of the Crew Health Care System (CHeCS) Rack 1 and it will document some of the lessons that have been learned to date for the ECLS equipment in this rack.

  15. A Markovian state-space framework for integrating flexibility into space system design decisions

    Science.gov (United States)

    Lafleur, Jarret M.

    The past decades have seen the state of the art in aerospace system design progress from a scope of simple optimization to one including robustness, with the objective of permitting a single system to perform well even in off-nominal future environments. Integrating flexibility, or the capability to easily modify a system after it has been fielded in response to changing environments, into system design represents a further step forward. One challenge in accomplishing this rests in that the decision-maker must consider not only the present system design decision, but also sequential future design and operation decisions. Despite extensive interest in the topic, the state of the art in designing flexibility into aerospace systems, and particularly space systems, tends to be limited to analyses that are qualitative, deterministic, single-objective, and/or limited to consider a single future time period. To address these gaps, this thesis develops a stochastic, multi-objective, and multi-period framework for integrating flexibility into space system design decisions. Central to the framework are five steps. First, system configuration options are identified and costs of switching from one configuration to another are compiled into a cost transition matrix. Second, probabilities that demand on the system will transition from one mission to another are compiled into a mission demand Markov chain. Third, one performance matrix for each design objective is populated to describe how well the identified system configurations perform in each of the identified mission demand environments. The fourth step employs multi-period decision analysis techniques, including Markov decision processes from the field of operations research, to find efficient paths and policies a decision-maker may follow. The final step examines the implications of these paths and policies for the primary goal of informing initial system selection. Overall, this thesis unifies state-centric concepts of

  16. Design, Analysis and User Acceptance of Architectural Design Education in Learning System Based on Knowledge Management Theory

    Science.gov (United States)

    Wu, Yun-Wu; Lin, Yu-An; Wen, Ming-Hui; Perng, Yeng-Hong; Hsu, I-Ting

    2016-01-01

    The major purpose of this study is to develop an architectural design knowledge management learning system with corresponding learning activities to help the students have meaningful learning and improve their design capability in their learning process. Firstly, the system can help the students to obtain and share useful knowledge. Secondly,…

  17. Designing Teaching Materials for Learning Problem Solving in Technology Education

    NARCIS (Netherlands)

    Doornekamp, B.G.

    In the process of designing teaching materials for learning problem solving in technology education, domain-specific design specifications are considered important elements to raise learning outcomes with these materials. Two domain-specific design specifications were drawn up using a four-step

  18. Learning in Discussion Forums: An Analysis of Knowledge Construction in a Gaming Affinity Space

    Science.gov (United States)

    Davis, Don; Marone, Vittorio

    2016-01-01

    In the learning sciences and game studies communities, there has been an increasing interest in the potential of game-related "paratexts" and "surrounds" in supporting learning, such as online discussion forums and gaming affinity spaces. While there have been studies identifying how learning occurs in such communities, little…

  19. Designing for expansive science learning and identification across settings

    Science.gov (United States)

    Stromholt, Shelley; Bell, Philip

    2017-10-01

    In this study, we present a case for designing expansive science learning environments in relation to neoliberal instantiations of standards-based implementation projects in education. Using ethnographic and design-based research methods, we examine how the design of coordinated learning across settings can engage youth from non-dominant communities in scientific and engineering practices, resulting in learning experiences that are more relevant to youth and their communities. Analyses highlight: (a) transformative moments of identification for one fifth-grade student across school and non-school settings; (b) the disruption of societal, racial stereotypes on the capabilities of and expectations for marginalized youth; and (c) how youth recognized themselves as members of their community and agents of social change by engaging in personally consequential science investigations and learning.

  20. Space Telecommunications Radio System (STRS) Application Repository Design and Analysis

    Science.gov (United States)

    Handler, Louis M.

    2013-01-01

    The Space Telecommunications Radio System (STRS) Application Repository Design and Analysis document describes the STRS application repository for software-defined radio (SDR) applications intended to be compliant to the STRS Architecture Standard. The document provides information about the submission of artifacts to the STRS application repository, to provide information to the potential users of that information, and for the systems engineer to understand the requirements, concepts, and approach to the STRS application repository. The STRS application repository is intended to capture knowledge, documents, and other artifacts for each waveform application or other application outside of its project so that when the project ends, the knowledge is retained. The document describes the transmission of technology from mission to mission capturing lessons learned that are used for continuous improvement across projects and supporting NASA Procedural Requirements (NPRs) for performing software engineering projects and NASAs release process.

  1. Socio-technical Spaces: Guiding Politics, Staging Design

    DEFF Research Database (Denmark)

    Clausen, Christian; Yoshinaka, Yutaka

    2005-01-01

    This article addresses how insights from the social shaping tradition and political process theory may contribute to an understanding of the sociotechnical design and implementation of change. This idea is pursued through the notion of 'socio-technical spaces' and its delineation, with respect...... political concerns. The paper tentatively points to some analytical implications and to challenges and possibilities for the 'bridging' between spaces otherwise rendered distinct....

  2. E-learning in poly-topic settings

    DEFF Research Database (Denmark)

    Nortvig, Anne-Mette

    2014-01-01

    In e-learning settings, technology plays several crucial roles in the teaching. In addition to enabling students to gain remote access to teaching, it can also change the way time, space and presence are perceived by students and teachers. This paper attempts to analyse and discuss the consequences...... of the transparency or visibility of e-learning technology inside and outside the classroom and highlight its opportunities of multiplying the learning spaces. In order to be able to differentiate between learning that occurs in the same place and learning that occurs in more places at the same time across virtual...... and physical spaces, the paper therefore introduces the concepts of idiotopic and polytopic learning settings. Furthermore, it argues that the development of polytopic learning designs could help address a potential e- learning demand for teaching presences in more places at the same time....

  3. Applying design principles to fusion reactor configurations for propulsion in space

    International Nuclear Information System (INIS)

    Carpenter, S.A.; Deveny, M.E.; Schulze, N.R.

    1993-01-01

    The application of fusion power to space propulsion requires rethinking the engineering-design solution to controlled-fusion energy. Whereas the unit cost of electricity (COE) drives the engineering-design solution for utility-based fusion reactor configurations; initial mass to low earth orbit (IMLEO), specific jet power (kW(thrust)/kg(engine)), and reusability drive the engineering-design solution for successful application of fusion power to space propulsion. Three design principles (DP's) were applied to adapt and optimize three candidate-terrestrial-fusion-reactor configurations for propulsion in space. The three design principles are: provide maximum direct access to space for waste radiation, operate components as passive radiators to minimize cooling-system mass, and optimize the plasma fuel, fuel mix, and temperature for best specific jet power. The three candidate terrestrial fusion reactor configurations are: the thermal barrier tandem mirror (TBTM), field reversed mirror (FRM), and levitated dipole field (LDF). The resulting three candidate space fusion propulsion systems have their IMLEO minimized and their specific jet power and reusability maximized. A preliminary rating of these configurations was performed, and it was concluded that the leading engineering-design solution to space fusion propulsion is a modified TBTM that we call the Mirror Fusion Propulsion System (MFPS)

  4. Lessons Learned from Biosphere 2: When Viewed as a Ground Simulation/Analogue for Long Duration Human Space Exploration and Settlement

    Science.gov (United States)

    MacCallum, T.; Poynter, J.; Bearden, D.

    A human mission to Mars, or a base on the Moon or Mars, is a longer and more complex mission than any space endeavor undertaken to date. Ground simulations provide a relevant, analogous environment for testing technologies and learning how to manage complex, long duration missions, while addressing inherent mission risks. Multiphase human missions and settlements that may preclude a rapid return to Earth, require high fidelity, end-to-end, at least full mission duration tests in order to evaluate a system's ability to sustain the crew for the entire mission and return the crew safely to Earth. Moreover, abort scenarios are essentially precluded in many mission scenarios, though certain risks may only become evident late in the mission. Aging and compounding effects cannot be simulated through accelerated tests for all aspects of the mission. Until such high fidelity long duration simulations are available, and in order to help prepare those simulations and mission designs, it is important to extract as many lessons as possible from analogous environments. Possibly the best analogue for a long duration space mission is the two year mission of Biosphere 2. Biosphere 2 is a three-acre materially closed ecological system that supported eight crewmembers with food, air and water in a sunlight driven bioregenerative system for two years. It was designed for research applicable to environmental management on Earth and the development of human life support for space. A brief overview of the two-year Biosphere 2 mission is presented, followed by select data and lessons learned that are applicable to the design and operation of a long duration human space mission, settlement or test bed. These lessons include technical, programmatic, and psychological issues

  5. Esprit de Place: Maintaining and Designing Library Buildings To Provide Transcendent Spaces.

    Science.gov (United States)

    Demas, Sam; Scherer, Jeffrey A.

    2002-01-01

    Discusses library buildings and their role in building community. Reviews current design trends, including reading and study spaces; collaborative workspaces; technology-free zones; archives and special collections; cultural events spaces; age-specific spaces; shared spaces; natural light and landscapes; and interior design trends. (LRW)

  6. The Design Space of Information Presentation

    DEFF Research Database (Denmark)

    May, Michael; Petersen, Johannes

    2007-01-01

    A semiotic approach to the design space of information presentation is presented in which Formal Concept Analysis (FCA) is used to represent and explore attributes of abstract sign types and the media (graphical, haptic, acoustic, gestic) through which they are presented as specific...

  7. Representing adaptive and adaptable Units of Learning. How to model personalized eLearning in IMS Learning Design

    NARCIS (Netherlands)

    Burgos, Daniel; Tattersall, Colin; Koper, Rob

    2006-01-01

    Burgos, D., Tattersall, C., & Koper, E. J. R. (2007). Representing adaptive and adaptable Units of Learning. How to model personalized eLearning in IMS Learning Design. In B. Fernández Manjon, J. M. Sanchez Perez, J. A. Gómez Pulido, M. A. Vega Rodriguez & J. Bravo (Eds.), Computers and Education:

  8. THE USE OF EDUCATIONAL INFORMATION DESIGN TECHNOLOGY IN THE COURSE OF FOREIGN LANGUAGE DISTANCE LEARNING AT NON-PHILOLOGICAL FACULTIES

    Directory of Open Access Journals (Sweden)

    Olena Ye. Kravets

    2017-09-01

    Full Text Available The article substantiates the view that the intensification of information flows as one of the main factors entering the world in the era of the global information society actualizes the problem of the organization of educational information space in the classroom for foreign language in higher educational institutions. The authors have proposed the educational information design technology in foreign languages distance learning at non-philological faculties. The article analyzes the experimental results verification of the technological effectiveness used in the learning content design in a foreign language for professional purposes; it has been proved the basic criterion of effective informational product – information-oriented competence of professional foreign language knowledge.

  9. Designing effective eLearning for healthcare professionals

    International Nuclear Information System (INIS)

    Delf, P.

    2013-01-01

    Overview: eLearning has been identified as a versatile, economic method of delivering education, adopted by many education providers. Yet, little research has been undertaken into its impact as a sole method of delivery and effectiveness for imparting new knowledge or skills. This may have particular implications for busy healthcare practitioners wishing to access an educational programme to maintain, or extend their knowledge base in response to service needs. Aims and methodology: Following an action research approach and using an instructional design methodology, a discrete eLearning resource was devised and constructed to prepare non-medical healthcare practitioners to report radionuclide bone scans. Volunteers were recruited from across the UK to assess and establish the feasibility and efficacy of the module. Results: In terms of versatility, access, design and content, the module achieved resonance, with knowledge gains and transferability demonstrated, particularly amongst less experienced volunteers, suggesting a positive influence of the eLearning approach. Conclusions: Owing to the small-scale nature of the study, the capability of eLearning, as a sole educational medium to establish emergent skills, can only be cautiously expressed. However, as a tool for blended learning, continuing professional development, or audit purposes, it demonstrated its potential, confirming the place for this type of resource within the professional learning arena

  10. Developments in the Multilingual and Multicultural Learning Space

    DEFF Research Database (Denmark)

    Lauridsen, Karen M.; Cozart, Stacey Marie; Kling, Joyce

    Uni project (2012-15) recommends that higher education institutions (HEI) provide ‘the necessary professional development and teacher training programmes that will allow HE teachers to appropriately develop (…) their professional and pedagogical knowledge, skills and competences and thereby empower them...... platform with resources targeted at EDs responsible for advancing faculty development in this area. In this session, the presenters will report on the first outcomes of EQUiiP. Participants will then be invited to interact and explore best practices in the multilingual and multicultural learning space......Internationalization of higher education, and the often accompanying shift from what previously were relatively homogenous national student populations, to more blended, culturally and linguistically heterogeneous group of students, impacts teaching and learning in a number of ways. The Intl...

  11. Creating meaningful learning experiences: Understanding students' perspectives of engineering design

    Science.gov (United States)

    Aleong, Richard James Chung Mun

    There is a societal need for design education to prepare holistic engineers with the knowledge, skills, and attitudes to innovate and compete globally. Design skills are paramount to the espoused values of higher education, as institutions of higher learning strive to develop in students the cognitive abilities of critical thinking, problem solving, and creativity. To meet these interests from industry and academia, it is important to advance the teaching and learning of engineering design. This research aims to understand how engineering students learn and think about design, as a way for engineering educators to optimize instructional practice and curriculum development. Qualitative research methodology was used to investigate the meaning that engineering students' ascribe to engineering design. The recruitment of participants and corresponding collection of data occurred in two phases using two different data collection techniques. The first phase involved the distribution of a one-time online questionnaire to all first year, third year, and fourth year undergraduate engineering students at three Canadian Universities. After the questionnaire, students were asked if they would be willing to participate in the second phase of data collection consisting of a personal interview. A total of ten students participated in interviews. Qualitative data analysis procedures were conducted on students' responses from the questionnaire and interviews. The data analysis process consisted of two phases: a descriptive phase to code and categorize the data, followed by an interpretative phase to generate further meaning and relationships. The research findings present a conceptual understanding of students' descriptions about engineering design, structured within two educational orientations: a learning studies orientation and a curriculum studies orientation. The learning studies orientation captured three themes of students' understanding of engineering design: awareness

  12. Deep Learning in Open Source Learning Streams

    DEFF Research Database (Denmark)

    Kjærgaard, Thomas

    2016-01-01

    This chapter presents research on deep learning in a digital learning environment and raises the question if digital instructional designs can catalyze deeper learning than traditional classroom teaching. As a theoretical point of departure the notion of ‘situated learning’ is utilized...... and contrasted to the notion of functionalistic learning in a digital context. The mechanism that enables deep learning in this context is ‘The Open Source Learning Stream’. ‘The Open Source Learning Stream’ is the notion of sharing ‘learning instances’ in a digital space (discussion board, Facebook group......, unistructural, multistructural or relational learning. The research concludes that ‘The Open Source Learning Stream’ can catalyze deep learning and that there are four types of ‘Open Source Learning streams’; individual/ asynchronous, individual/synchronous, shared/asynchronous and shared...

  13. Design of Feedback in Interactive Multimedia Language Learning Environments

    Directory of Open Access Journals (Sweden)

    Vehbi Türel

    2012-01-01

    Full Text Available In interactive multimedia environments, different digital elements (i. e. video, audio, visuals, text, animations, graphics and glossary can be combined and delivered on the same digital computer screen (TDM 1997: 151, CCED 1987, Brett 1998: 81, Stenton 1998: 11, Mangiafico 1996: 46. This also enables effectively provision and presentation of feedback in pedagogically more efficient ways, which meets not only the requirement of different teaching and learning theories, but also the needs of language learners who vary in their learning-style preferences (Robinson 1991: 156, Peter 1994: 157f.. This study aims to bring out the pedagogical and design principles that might help us to more effectively design and customise feedback in interactive multimedia language learning environments. While so doing, some examples of thought out and customized computerised feedback from an interactive multimedia language learning environment, which were designed and created by the author of this study and were also used for language learning purposes, will be shown.

  14. Axiomatic Design of Space Life Support Systems

    Science.gov (United States)

    Jones, Harry W.

    2017-01-01

    Systems engineering is an organized way to design and develop systems, but the initial system design concepts are usually seen as the products of unexplained but highly creative intuition. Axiomatic design is a mathematical approach to produce and compare system architectures. The two axioms are:- Maintain the independence of the functional requirements.- Minimize the information content (or complexity) of the design. The first axiom generates good system design structures and the second axiom ranks them. The closed system human life support architecture now implemented in the International Space Station has been essentially unchanged for fifty years. In contrast, brief missions such as Apollo and Shuttle have used open loop life support. As mission length increases, greater system closure and increased recycling become more cost-effective.Closure can be gradually increased, first recycling humidity condensate, then hygiene wastewater, urine, carbon dioxide, and water recovery brine. A long term space station or planetary base could implement nearly full closure, including food production. Dynamic systems theory supports the axioms by showing that fewer requirements, fewer subsystems, and fewer interconnections all increase system stability. If systems are too complex and interconnected, reliability is reduced and operations and maintenance become more difficult. Using axiomatic design shows how the mission duration and other requirements determine the best life support system design including the degree of closure.

  15. STRUCTURAL AND DESIGN SPECIFICS OF SPACE GRID SYSTEMS

    Directory of Open Access Journals (Sweden)

    G. M. Gasii

    2017-01-01

    Full Text Available The aim of the study is to identify main trends in the development of space grid structures. In order to reach the purpose it is necessary to conduct a review of the known structural concepts, nodal connections and specifics of the space grid structures and to make conclusions on feasibility improvement of the considered structural concepts that make it possible to develop new solutions without disadvantages residing in the analogues. Analysis of papers written by foreign and national scientists and devoted to theoretical, numerical and experimental studies of stress-strain state, influence of different factors on it and geometrical optimization and designing of space grid structures has been conducted in order to achieve the objectives. Space grid structures and, in particular, flat double-layer grid and most frequent nodes have been studied in the paper. The paper contains a short review of the history on development of space grid structures. It has been found that a rapid development of structural designs was caused by scientific and technical progress and, in particular, improvement of physical and mechanical properties of materials, development of calculation methods, application of software systems for simulating behavior of the structure under load, which significantly increased the calculation accuracy and reduced complexity of design. It has been also established that main parameters that have influence on effectiveness of a structural design are geometric dimensions of its modular elements, ratio of its depth to the span. The world experience on development of connection components has been studied in the paper. The paper presents general classification of nodal connections. Main advantages and disadvantages of existing space grid structures are highlighted and it allows to determine possible methods for their improvement. Theoretical research has permitted to establish that the main direction of spatial grid structures improvement

  16. Design space for space design: Dialogs through boundary objects at the intersections of art, design, science, and engineering

    Science.gov (United States)

    Balint, Tibor S.; Pangaro, Paul

    2017-05-01

    For over half a century space exploration has been dominated by engineering and technology driven practices. This paradigm leaves limited room for art and design. Yet in other parts of our lives, art and design play important roles: they stimulate new ideas and connect people to their experiences and to each other at a deeper level, while affecting our worldview as we evolve our cognitive models. We develop these models through circular conversations with our environment, through perception and making sense through our sensory systems and responding back through language and interactions. Artists and designers create artifacts through conversation cycles of sense-giving and sense-making, thus increasing variety in the world in the form of evolving messages. Each message becomes information when the observer decodes it, through multiple sense-making and re-sampling cycles. The messages form triggers to the cognitive state of the observer. Having a shared key between the artist/designer and the observer-for example, in the form of language, gestures, and artistic/design styles-is fundamental to encode and decode the information, in conversations. Art, design, science, and engineering, are all creative practices. Yet, they often speak different languages, where some parts may correspond, while others address a different variety in a cybernetic sense. These specialized languages within disciplines streamline communications, but limit variety. Thus, different languages between disciplines may introduce communication blocks. Nevertheless, these differences are desired as they add variety to the interactions, and could lead to novel discourses and possibilities. We may dissolve communication blocks through the introduction of boundary objects in the intersection of multiple disciplines. Boundary objects can ground ideas and bridge language diversity across disciplines. These artifacts are created to facilitate circular cybernetic conversations, supporting convergence

  17. Design of a Blended Learning Environment Based on Merrill’s Principles

    Science.gov (United States)

    Simarmata, Janner; Djohar, Asari; Purba, Janulis; Juanda, Enjang A.

    2018-01-01

    Designing blended learning courses requires a systematic approach, in instructional design decisions and implementations, instructional principles help educators not only to specify the elements of the course, but also to provide a solid base from which to build the technology. The blended learning course was designed based on Merrill’s First Principles of Instruction with five phases. This paper helps inform educators about how to develop appropriate learning styles and preferences according to students’ learning needs.

  18. Conceptual design of jewellery: a space-based aesthetics approach

    Directory of Open Access Journals (Sweden)

    Tzintzi Vaia

    2017-01-01

    Full Text Available Conceptual design is a field that offers various aesthetic approaches to generation of nature-based product design concepts. Essentially, Conceptual Product Design (CPD uses similarities based on the geometrical forms and functionalities. Furthermore, the CAD-based freehand sketch is a primary conceptual tool in the early stages of the design process. The proposed Conceptual Product Design concept is dealing with jewelleries that are inspired from space. Specifically, a number of galaxy features, such as galaxy shapes, wormholes and graphical representation of planet magnetic field are used as inspirations. Those space-based design ideas at a conceptual level can lead to further opportunities for research and economic success of the jewellery industry. A number of illustrative case studies are presented and new opportunities can be derived for economic success.

  19. University-Preschool Partnership and Workplace-Based Learning: A Collaborative "Third Space" or No Space at All?

    Science.gov (United States)

    Jónsdóttir, Arna H.

    2015-01-01

    The article examines the aims of the workplace-based learning of prospective preschool teachers in Iceland and associated cooperative practices between the University of Iceland and preschools. A "third space" of collaboration between these two sites is considered necessary if the education of preschool student teachers is to be…

  20. Design of fuzzy learning control systems for steam generator water level control

    International Nuclear Information System (INIS)

    Park, Gee Yong

    1996-02-01

    A fuzzy learning algorithm is developed in order to construct the useful control rules and tune the membership functions in the fuzzy logic controller used for water level control of nuclear steam generator. The fuzzy logic controllers have shown to perform better than conventional controllers for ill-defined or complex processes such as nuclear steam generator. Whereas the fuzzy logic controller does not need a detailed mathematical model of a plant to be controlled, its structure is to be made on the basis of the operator's linguistic information experienced from the plant operations. It is not an easy work and also there is no systematic way to translate the operator's linguistic information into quantitative information. When the linguistic information of operators is incomplete, tuning the parameters of fuzzy controller is to be performed for better control performance. It is the time and effort consuming procedure that controller designer has to tune the structure of fuzzy logic controller for optimal performance. And if the number of control inputs is many and the rule base is constructed in multidimensional space, it is very difficult for a controller designer to tune the fuzzy controller structure. Hence, the difficulty in putting the experimental knowledge into quantitative (or numerical) data and the difficulty in tuning the rules are the major problems in designing fuzzy logic controller. In order to overcome the problems described above, a learning algorithm by gradient descent method is included in the fuzzy control system such that the membership functions are tuned and the necessary rules are created automatically for good control performance. For stable learning in gradient descent method, the optimal range of learning coefficient not to be trapped and not to provide too slow learning speed is investigated. With the optimal range of learning coefficient, the optimal value of learning coefficient is suggested and with this value, the gradient

  1. A History of Space Toxicology Mishaps: Lessons Learned and Risk Management

    Science.gov (United States)

    James, John T.

    2009-01-01

    After several decades of human spaceflight, the community of space-faring nations has accumulated a diverse and sometimes harrowing history of toxicological events that have plagued human space endeavors almost from the very beginning. Lessons have been learned in ground-based test beds and others were discovered the hard way - when human lives were at stake in space. From such lessons one can build a risk-management framework for toxicological events to minimize the probability of a harmful exposure, while recognizing that we cannot foresee all events. Space toxicologists have learned that relatively harmless compounds can be converted by air revitalization systems into compounds that cause serious harm to the crew. Our toxic risk management strategy now includes an assessment of the fate of any compound that might be released into the atmosphere. Propellants are highly toxic compounds, yet we have not always been able to thoroughly isolate the crew from exposure to these toxicants. Leakage of fluids from systems has resulted in hazardous conditions at times, and the behavior of such compounds inside a spacecraft has taught us how to manage potentially harmful escapes should they occur. Potential combustion events are an ever-present threat to the wellbeing of the crew. Such events have been sufficiently common that we have learned that one cannot judge the health threat of a given fire by the magnitude of the event. Management of such risks demands monitoring of combustion products. In the category of unpredictable toxic events, if one assumes that fires are predictable, we can place experience with toxic microbial metabolites, upsets during repair operations, and discharges from filters that have accumulated a substantial load of pollutants in their absorption beds. Management of such events requires a broad-spectrum, real-time analytical capability to discern the identity and concentrations of pollutants if they enter the atmosphere. Adverse events are an

  2. Design of learner-centred constructivism based learning process

    OpenAIRE

    Schreurs, Jeanne; Al-Huneidi, Ahmad

    2012-01-01

    A Learner-centered learning is constructivism based and Competence directed. We define general competencies, domain competencies and specific course competencies. Constructivism based learning activities are based on constructivism theory. For each course module the intended learning level will be defined. A model is built for the design of a learner centered constructivism based and competency directed learning process. The application of it in two courses are presented. Constructivism ba...

  3. Design and comfort in office space

    Directory of Open Access Journals (Sweden)

    Michele M. Lepore

    2017-12-01

    Full Text Available The theme of office space is of particular interest because it is a sector strongly involved by technological development. The high concentration of plant engineering systems makes it essential to the attention to environmental parameters and to research on the quality of the relationship which binds man to artificial dimension of built space. In the design of office spaces, the general objective must be to be able to achieve a new working environment relationship. A ratio in which optimal balance is always sought in terms of igrothermal, acoustic and luminous comfort conditions, without noting that the psychological and sociological component plays an important role among the environmental factors, and this significantly interferes with the conditions of physiological comfort. The following work is an essay on the subject.

  4. Methodological Reflections: Designing and Understanding Computer-Supported Collaborative Learning

    Science.gov (United States)

    Hamalainen, Raija

    2012-01-01

    Learning involves more than just a small group of participants, which makes designing and managing collaborative learning processes in higher education a challenging task. As a result, emerging concerns in current research have pointed increasingly to teacher orchestrated learning processes in naturalistic learning settings. In line with this…

  5. Developing Teachers’ Competences for Designing Inclusive Learning Experiences

    OpenAIRE

    Baldiris Navarro, Silvia Margarita; Zervas, Panagiotis; Fabregat Gesa, Ramon; Sampson, Demetrios G.

    2016-01-01

    Inclusive education, namely the process of providing all learners with equal educational opportunities, is a major challenge for many educational systems worldwide. In order to address this issue, a widely used framework has been developed, namely the Universal Design for Learning (UDL), which aims to provide specific educational design guidelines to ensure accessibility of all learner types to the learning environment. On the other hand, nowadays teachers are provided with ample ...

  6. Space-Hotel Early Bird - Visions for a Commercial Space Hotel

    Science.gov (United States)

    Amekrane, R.; Holze, C.; Apel, U.

    2002-01-01

    rachid.amekrane@astrium-space.com/Fax: +49 421 539-24801, cholze@zarm.uni-bremen.de/Fax: +49 421 218-7473, The International Space Station was planed for research purposes. In 2001 the first private man, Denis Tito,visited the ISS and the second private man, Mark Shuttleworth is following him. The gate towards the commercial utilization of manned space flight has been pushed open. Space pioneers as Wernher von Braun and Sir Arthur C. Clarke had the dream that one day a space station in earth orbit will host tourists. It is evident that the ISS is not designed to host tourists. Therefore the dream of the pioneers is still open. By asking the question "how should a space station should look like to host tourists?", the German Aerospace Society DGLR e.V. organized a contest under the patronage of Mr. Joerg Feustel-Buechl, the Director of Manned Spaceflight and Microgravity, European Space Agency (ESA) in April 2001. Because the definition and design of living space is the content of architecture the approach was to gather new ideas from young architects in cooperation with space experts. This contest was directed at students of architecture and the task set was to design a hotel for the earth orbit and to accommodate 220 guests. The contest got the name "Early Bird - Visions of a Space Hotel". The results and models of the student's work were shown in an exhibition in Hamburg/Germany, which was open to the public from September 19th till October 20th 2001. During the summer term of 2001 seventeen designs were completed. Having specialists, as volunteers, in the field of space in charge meant that it could be ensured that the designs reflected a certain possibility of being able to be realized. Within this interdisciplinary project both parties learned from each other. The 17 different designs were focused on the expectations and needs of a future space tourist. The designs are for sure not feasible today, but the designs are in that sense realistic that they could be

  7. Experiments as Liminal Learning Spaces in Leadership Development

    DEFF Research Database (Denmark)

    Kjærgaard, Annemette; Meier, Frank; Tangkjær, Christian

    In this paper we address the question of what professional practitioner students learn from experiments in leadership development programs. Drawing from our own design and teaching in a leadership programme, we explore how certain models and frameworks become threshold concepts for students’ lear...... practical implications for using threshold concepts in designing experiments in leadership development education for professional practitioners....

  8. Universal Design for Learning: Critical Need Areas for People with Learning Disabilities

    Science.gov (United States)

    Strobel, Wendy; Arthanat, Sajay; Bauer, Stephen; Flagg, Jennifer

    2007-01-01

    The primary market research outlined in this paper was conducted by the Rehabilitation Engineering Research Center on Technology Transfer to identify critical technology needs for people with learning disabilities. Based on the research conducted, the underlying context of these technology needs is Universal Design for Learning (UDL). The paper…

  9. What Drives Student Engagement: Is It Learning Space, Instructor Behavior, or Teaching Philosophy?

    Science.gov (United States)

    Sawers, Kimberly M.; Wicks, David; Mvududu, Nyaradzo; Seeley, Lane; Copeland, Raedene

    2016-01-01

    This study investigates how instructor teaching philosophy (traditional vs. constructivist) and type of learning space (traditional vs. active) influence instructor perceptions of student engagement. In a quasi-experimental study, we found that instructors perceived that students were more engaged in the active learning classroom (ALC) than in the…

  10. Blended Learning at the Boundary: Designing a New Internship

    Science.gov (United States)

    Heckman, Robert; Østerlund, Carsten S.; Saltz, Jeffrey

    2015-01-01

    This paper explores how blended learning can enhance learning at the boundary between academia and industry, and make possible the design of a new kind of internship. Boundary theory proposes that socio-cultural discontinuities between different environments create opportunities for learning. Blended learning pedagogy makes it possible to make the…

  11. Learning design for science education in the 21st century

    Directory of Open Access Journals (Sweden)

    Churchill Daniel

    2013-01-01

    Full Text Available Contemporary technological and social developments demand transformation of educational practices. Teachers and schools are no longer fountains of knowledge that fill students with information. Rather, their primarily role is to equip students with new literacies, competencies for productive use of information technology, and sufficient disciplinary-specific bases of conceptual knowledge. This requires changes toward student-centered practices. In such contexts, teachers are designers of learning; therefore lesson planning is replaced with a concept of ‘learning design.’ This paper introduces the RASE (Resources-Activity-Support-Evaluation learning design model developed as a framework to assist teachers in designing learning modules. Central to RASE is the emphasis on the design of activities where students engage in using resources and in the production of artifacts that demonstrate learning. The paper also emphasizes the importance of ‘conceptual models’ as a special type of educational multimedia resource, and its role in assisting learning and application of concepts, as opposed to the ‘information transfer’ models. RASE is beginning to emerge as a powerful framework for transformation of teachers and their traditional practices to contemporary, relevant student-centered practices. The model is also an effective framework for productive uses of information technology in education.

  12. Design and volume optimization of space structures

    KAUST Repository

    Jiang, Caigui; Tang, Chengcheng; Seidel, Hans-Peter; Wonka, Peter

    2017-01-01

    We study the design and optimization of statically sound and materially efficient space structures constructed by connected beams. We propose a systematic computational framework for the design of space structures that incorporates static soundness, approximation of reference surfaces, boundary alignment, and geometric regularity. To tackle this challenging problem, we first jointly optimize node positions and connectivity through a nonlinear continuous optimization algorithm. Next, with fixed nodes and connectivity, we formulate the assignment of beam cross sections as a mixed-integer programming problem with a bilinear objective function and quadratic constraints. We solve this problem with a novel and practical alternating direction method based on linear programming relaxation. The capability and efficiency of the algorithms and the computational framework are validated by a variety of examples and comparisons.

  13. Design and volume optimization of space structures

    KAUST Repository

    Jiang, Caigui

    2017-07-21

    We study the design and optimization of statically sound and materially efficient space structures constructed by connected beams. We propose a systematic computational framework for the design of space structures that incorporates static soundness, approximation of reference surfaces, boundary alignment, and geometric regularity. To tackle this challenging problem, we first jointly optimize node positions and connectivity through a nonlinear continuous optimization algorithm. Next, with fixed nodes and connectivity, we formulate the assignment of beam cross sections as a mixed-integer programming problem with a bilinear objective function and quadratic constraints. We solve this problem with a novel and practical alternating direction method based on linear programming relaxation. The capability and efficiency of the algorithms and the computational framework are validated by a variety of examples and comparisons.

  14. Space shuttle booster separation motor design

    Science.gov (United States)

    Smith, G. W.; Chase, C. A.

    1976-01-01

    The separation characteristics of the space shuttle solid rocket boosters (SRBs) are introduced along with the system level requirements for the booster separation motors (BSMs). These system requirements are then translated into specific motor requirements that control the design of the BSM. Each motor component is discussed including its geometry, material selection, and fabrication process. Also discussed is the propellant selection, grain design, and performance capabilities of the motor. The upcoming test program to develop and qualify the motor is outlined.

  15. Learning the inverse kinetics of an octopus-like manipulator in three-dimensional space.

    Science.gov (United States)

    Giorelli, M; Renda, F; Calisti, M; Arienti, A; Ferri, G; Laschi, C

    2015-05-13

    This work addresses the inverse kinematics problem of a bioinspired octopus-like manipulator moving in three-dimensional space. The bioinspired manipulator has a conical soft structure that confers the ability of twirling around objects as a real octopus arm does. Despite the simple design, the soft conical shape manipulator driven by cables is described by nonlinear differential equations, which are difficult to solve analytically. Since exact solutions of the equations are not available, the Jacobian matrix cannot be calculated analytically and the classical iterative methods cannot be used. To overcome the intrinsic problems of methods based on the Jacobian matrix, this paper proposes a neural network learning the inverse kinematics of a soft octopus-like manipulator driven by cables. After the learning phase, a feed-forward neural network is able to represent the relation between manipulator tip positions and forces applied to the cables. Experimental results show that a desired tip position can be achieved in a short time, since heavy computations are avoided, with a degree of accuracy of 8% relative average error with respect to the total arm length.

  16. Design Principles for Cell Phone Learning in EFL

    Science.gov (United States)

    Wang, Feihong

    2010-01-01

    Cell phone learning (C-learning), as an instructional approach, has been gaining more and more attention in the field of teaching English as a foreign language (EFL) in the last 10 years. While studies have proved C-learning an effective instructional approach in research settings, a review of literature indicates the lack of design principles to…

  17. Space Mechanisms Lessons Learned and Accelerated Testing Studies

    Science.gov (United States)

    Fusaro, Robert L.

    1997-01-01

    A number of mechanism (mechanical moving component) failures and anomalies have recently occurred on satellites. In addition, more demanding operating and life requirements have caused mechanism failures or anomalies to occur even before some satellites were launched (e.g., during the qualification testing of GOES-NEXT, CERES, and the Space Station Freedom Beta Joint Gimbal). For these reasons, it is imperative to determine which mechanisms worked in the past and which have failed so that the best selection of mechanically moving components can be made for future satellites. It is also important to know where the problem areas are so that timely decisions can be made on the initiation of research to develop future needed technology. To chronicle the life and performance characteristics of mechanisms operating in a space environment, a Space Mechanisms Lessons Learned Study was conducted. The work was conducted by the NASA Lewis Research Center and by Mechanical Technologies Inc. (MTI) under contract NAS3-27086. The expectation of the study was to capture and retrieve information relating to the life and performance of mechanisms operating in the space environment to determine what components had operated successfully and what components had produced anomalies.

  18. Applied CAL on Problem Based Learning Using Gagne’s Instructional Design

    Directory of Open Access Journals (Sweden)

    Sri Sundari Purbohadi

    2014-10-01

    Full Text Available Abstract— In the Problem-Based Learning (PBL model, students are expected to study independently. One of the methods that can improve the ability or skill of learners is using Computer Assisted Learning (CAL. Implementation of CAL in PBL should be able to create Self-Directed Learning (SDL culture through appropriate instructional design and interesting modules. In this paper, the CAL software is developed using multimedia learning principles, convenient appearance, and user-friendly navigation. The CAL’s learning content is designed using Gagne's instructional design. The experiment proved the CAL was able to give effect size 0.89 and developed self-directed learning culture. From the interviews, students were very glad and interested to use the CAL modules because they can learn anytime and can reach the course objectives without a lecturer.

  19. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  20. Interference Cancellation Using Space-Time Processing and Precoding Design

    CERN Document Server

    Li, Feng

    2013-01-01

    Interference Cancellation Using Space-Time Processing and Precoding Design introduces original design methods to achieve interference cancellation, low-complexity decoding and full diversity for a series of multi-user systems. In multi-user environments, co-channel interference will diminish the performance of wireless communications systems. In this book, we investigate how to design robust space-time codes and pre-coders to suppress the co-channel interference when multiple antennas are available.   This book offers a valuable reference work for graduate students, academic researchers and engineers who are interested in interference cancellation in wireless communications. Rigorous performance analysis and various simulation illustrations are included for each design method.   Dr. Feng Li is a scientific researcher at Cornell University.