A SYSTEM FOR DESIGN AND DEVELOPMENT OF MULTIMEDIA M-LEARNING RESOURCES: CONCEPTUAL MODEL

Author(s):  
Todorka Dobreva ◽  
Diana Stoyanova ◽  
Silviya Stoyanova-Petrova ◽  
Nevena Mileva
2016 ◽  
Vol 15 (4) ◽  
pp. 301-311
Author(s):  
Kirsten M. Winters ◽  
Denise Lach ◽  
Judith B. Cushing

Defining characteristics of a problem domain continues to challenge developers of visualization software although it is essential for designing both tools and resulting visualizations. Additionally, effectiveness of a visualization software tool often depends on the context of systems and actors within the domain problem. The nested blocks and guidelines model is a useful template for informing design and evaluation criteria for visualization software development because it aligns design to need. Characterizing the outermost block of the nested model—the domain problem—is challenging, mainly due to the nature of contemporary domain problems, which are dynamic and by definition difficult to problematize. We offer here our emerging conceptual model, based on the central question in our research study—what visualization works for whom and in which situation—to characterize the outermost block, the domain problem, of the nested model. We apply examples from a 3-year case study of visualization software design and development to demonstrate how the conceptual model might be used to create evaluation criteria affecting design and development of a visualization tool.


2020 ◽  
Vol 9 (3) ◽  
pp. 65
Author(s):  
Yinyin Xu

<p>This paper analyzes the characteristics of the blending teaching mode of SPOC (Small Private Online Course) and DingTalk. From three major teaching links, the design and development of learning resources, the evaluation and suggestions of teaching activities, the online and offline blending teaching model of "SPOC + DingTalk" is discussed to provide implementation suggestions for teaching management and practical subjects including teachers.</p>


2020 ◽  
pp. 279-294
Author(s):  
Ebenezer Anohah ◽  
Jarkko Suhonen

Cultural heritage can provide interesting aspects to computing education. For instance, conceptual understanding of learners can be supported by exemplifying computing concepts with cultural practices. If we are, however, to adapt an indigenously relevant curriculum, then we need to model a learning space that aligns with learners' background in underrepresented communities. In this article, the authors explored indigenously relevant learning space for computing studies in the context of Ghana. Altogether forty-one (41) computing educators completed a questionnaire and twenty-two (22) educators were interviewed using a semi-structured interview method. The authors also propose a conceptual model for designing culturally enriched learning environments. The main components of the model are indigenous learning resources, scaffolds and learning activities. Finally, they discuss what should be taken into consideration when cultural artifacts are used in computing education.


Author(s):  
Ron Oliver

There is currently a high degree of energy and enthusiasm in the e-learning world being given to developing strategies and systems that support the reuse of digital learning resources. The activity involves a number of processes including the development of specifications and standards for the design and development of reusable learning resources, the storage and access of these resources, and systems for delivering the resources to students. This chapter explores the potential impact this area will have for teachers developing authentic learning environments, and argues the advantages that teachers employing such learning settings will derive from the developments. The chapter suggests design and development strategies that are needed to ensure that potential advantages are realised.


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