Adoption Concerns for the Deployment of Interactive Public Displays at Schools
Journal Title: EAI Endorsed Transactions on e-Learning - Year 2014, Vol 1, Issue 4
Abstract
JuxtaLearn is a research project focused on ‘performance’ as a means of provoking students’ understanding of science and technology through the creation and sharing of educational videos. As the videos will be shared in public displays, the Portuguese research team developed three workshops with twelve teachers from a Portuguese Secondary School representing different school departments and sharing organizational responsibilities. The aim was to generate scenarios of possible features and interaction for the curricular integration of the technological device. Our findings suggest that teachers are not motivated to use, on their own, technologies in the classroom, but receptive to new and challenging technologies when properly stimulated. They were able to generate scenarios that take advantage of the possibilities offered by digital public displays to stimulate learning processes. However, there are pedagogical, organizational and ethical concerns in the management and control of content that need to be resolved before they feel confortable to deal with change and technological innovation.
Authors and Affiliations
José Alberto Lencastre, Clara Coutinho, João Casal, Rui José
ThesesDB – blended self-service and supervision of students’ theses
e-learning can be seen as service creation process between students and supervisors. In order to automate and enhance thesis and seminar processes at our university, we aim to increase transparency, traceability, communi...
A Study of the Effects of First Person versus Third Person View in Educational Animation
The paper reports a study that investigated the effect of egocentric versus exocentric view in an educational animation whose goal was to teach undergraduate students the various tasks that a construction manager perform...
Enhancing Student Engagement Through Social Media A School of Business Case Study
While many universities have been deploying both electronic learning (eLearning) and social media applications for academic purposes, there is currently little research on the impact on their use on students’ overall lea...
A Method for Teaching the Modeling of Manikins Suitable for Third-Person 3-D Virtual Worlds and Games
Virtual Worlds have the potential to transform the way people learn, work, and play. With the emerging fields of service science and design science, professors and students at universities are in a unique position to lea...
Using arcade games to engage students in the learning of foreign and mother languages
It is imperative to continue thinking about and reinventing education because mobile technologies and the Web are redefining where, when and from whom we learn. Authors from different study fields have recognised the mul...