E2ML

Author(s):  
Luca Botturi

This chapter introduces E²ML, the Educational Environment Modeling Language. E²ML is a lightweight visual language for instructional design; suitable both for complex instructional design processes and simple paper and pencil sketches. E²ML can be used for visualizing the intermediate and final results of design, thus providing documentation in a shared language that can enhance team communication, improve design and contribute to the development of high-quality instruction. The language and its features and applications are presented through a case study, evaluation results are briefly reported, and critical issues are discussed.

Author(s):  
Marcelo Maina

This chapter presents a research that adopted the Design and Development Research (DDR) approach for the development and validation of a theoretically-grounded and pedagogically-inclusive instructional design method aimed at the creation of reusable and interoperable pedagogical scenarios. The first phase grounds the research in a theory of instructional design that aligns with other related design disciplines, and decomposes the design problem into layers of artifact functionalities. This theory corresponds to software-engineering-infused instructional design methods also known as courseware engineering. The second phase explores ways to integrate an educational modeling language within an instructional design method for enabling the representation of pedagogical scenarios of computational facture. The third phase presents an initial developmental solution, which is tested in a case study. The fourth and final phase extends the development and validation of a solution by way of a two-round Delphi method. Each phase is followed by reflections on the lessons learned during the DDR process.


2001 ◽  
Vol 6 (1) ◽  
pp. 2-3
Author(s):  
Andrea Tobochnik ◽  
Kathy Esnlen ◽  
Jennifer Nobles Cora ◽  
Rene Watkins
Keyword(s):  

2007 ◽  
Vol 23 (5) ◽  
pp. 546-555 ◽  
Author(s):  
R. Burgos ◽  
L.J. Odens ◽  
R.J. Collier ◽  
L.H. Baumgard ◽  
M.J. VanBaale

2017 ◽  
Vol 49 (004) ◽  
pp. 743--746
Author(s):  
S. N. PATHAN ◽  
N. J. RAJPER ◽  
H. A. NIZAMANI

Author(s):  
Christiane Gresse Von Wangenheim ◽  
Nathalia Cruz Alves ◽  
Pedro Eurico Rodrigues ◽  
Jean Carlo Hauck

In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as lack of computing teachers and time in an already overloaded curriculum. A solution can be a multidisciplinary approach, integrating computing education within other subjects in the curriculum. The present study proposes an instructional unit for computing education in social studies classes, with students learning basic computing concepts by programming history related games using Scratch. The instructional unit is developed following an instructional design approach and is applied and evaluated through a case study in four classes (5th and 7th grade) with a total of 105 students at a school in (omitted for submission). Results provide a first indication that the instructional unit enables the learning of basic computing concepts (specifically programming) in an efficient, effective and entertaining way increasing also the interest and motivation of students to learn computing.


2021 ◽  
Vol 34 (1) ◽  
Author(s):  
Greta Kaluzeviciute

AbstractSystematic case studies are often placed at the low end of evidence-based practice (EBP) due to lack of critical appraisal. This paper seeks to attend to this research gap by introducing a novel Case Study Evaluation-tool (CaSE). First, issues around knowledge generation and validity are assessed in both EBP and practice-based evidence (PBE) paradigms. Although systematic case studies are more aligned with PBE paradigm, the paper argues for a complimentary, third way approach between the two paradigms and their ‘exemplary’ methodologies: case studies and randomised controlled trials (RCTs). Second, the paper argues that all forms of research can produce ‘valid evidence’ but the validity itself needs to be assessed against each specific research method and purpose. Existing appraisal tools for qualitative research (JBI, CASP, ETQS) are shown to have limited relevance for the appraisal of systematic case studies through a comparative tool assessment. Third, the paper develops purpose-oriented evaluation criteria for systematic case studies through CaSE Checklist for Essential Components in Systematic Case Studies and CaSE Purpose-based Evaluative Framework for Systematic Case Studies. The checklist approach aids reviewers in assessing the presence or absence of essential case study components (internal validity). The framework approach aims to assess the effectiveness of each case against its set out research objectives and aims (external validity), based on different systematic case study purposes in psychotherapy. Finally, the paper demonstrates the application of the tool with a case example and notes further research trajectories for the development of CaSE tool.


Author(s):  
Jodi Phillips ◽  
Raelene Brunette ◽  
Marita Hefler ◽  
Julie Brimblecombe ◽  
Therese Kearns

Leonardo ◽  
1999 ◽  
Vol 32 (4) ◽  
pp. 261-268 ◽  
Author(s):  
Matthew Kirschenbaum

This paper documents an interactive graphics installation entitled Lucid Mapping and Codex Transformissions in the Z-Buffer. Lucid Mapping uses the Virtual Reality Modeling Language to explore textual and narrative possibilities within three-dimensional (3D) electronic environments. The author describes the creative rationale and technical design of the work and places it within the context of other applications of 3D text and typography in the digital arts and the scientific visualization communities. The author also considers the implications of 3D textual environments on visual language and communication, and discriminates among a range of different visual/ rhetorical strategies that such environments can sustain.


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