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Collaborative work is an important part of tertiary education but it is very difficult to arrange and supervise for extremely large classes of students in their first year. The possibility that computer-mediated communication can be used to facilitate this type of learning is appealing from a pragmatic organisational point of view. This paper explains in detail what a ‘virtual team’ is in the educational context. It reports on an interpretive field study where students taking an introductory course were allowed to choose where and when they did the required collaborative work. The paper discusses the factors that should be taken into account when offering students the option of working as a virtual team. These include factors that influence the students’ choice. The project cannot be considered to have been successful but indicates reasons for the lack of success and suggests contexts in which it would be valuable to repeat the project. The importance of extensive preparation in terms of teaching the students necessary social and technological skills cannot be over emphasised.  相似文献   
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This paper describes how SWoRD (scaffolded writing and rewriting in the discipline), a web-based reciprocal peer review system, supports writing practice, particularly for large content courses in which writing is considered critical but not feasibly included. To help students gain content knowledge as well as writing and reviewing skills, SWoRD supports the whole cycle of writing, reviews, back-reviews, and rewriting by scaffolding the journal publication process as its authentic practice model. In addition, SWoRD includes algorithms that compute individual reviewer’s review accuracy, which is in turn used to support the various drawbacks of reciprocal peer reviews (e.g., variation in motivation or ability of reviewers). Finally, this paper describes an empirical evaluation showing that the SWoRD approach is effective in improving writing quality in content classes.  相似文献   
4.
In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the angular difference between the learning heading and the imagined heading and between the actual heading and the imagined heading. The effect of actual-imagined on pointing latency was observed for naive users but not for users with brief training or instructions concerning the fact that objects can move with body movements. The results indicated that naive users used an environment-stabilized reference frame to access information arrays, but with experience and instruction the nature of the representation changed from an environment stabilized to a body stabilized reference frame. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
5.
The variability of most environments taxes foraging decisions by increasing the uncertainty of the information available. One solution to the problem is to use dynamic averaging, as do some granivores and carnivores. Arguably, the same strategy could be useful for grazing herbivores, even though their food renews and is more homogeneously distributed. Horses (Equus callabus) were given choices between variable patches after short or long delays. When patch information was current, horses returned to the patch that was recently best, whereas those without current information matched choices to the long-term average values of the patches. These results demonstrate that a grazing species uses dynamic averaging and indicate that, like granivores and carnivores, they can use temporal weighting to optimize foraging decisions. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
6.
The interactivity effect in multimedia learning   总被引:4,自引:1,他引:3  
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7.
SHARED: An information model for cooperative product development   总被引:6,自引:0,他引:6  
One fundamental issue in developing collaborative engineering systems is the representation of product information which supports communication and coordination. This product information includes not only the geometric and physical properties of the product and its parts, but also information about functions, constraints and the design rationale. In this paper, we describe an information model, SHARED, which was developed for encoding product information in DICE, a distributed and integrated environment for computer-aided engineering. SHARED provides multiple levels of both functional and geometric abstractions, multiple views and techniques for maintaining consistency between the various abstractions and views. These elements are essential for a good representation model of product information. The use of the SHARED model is illustrated through an example, depicting the various representations of a product as it evolves through the design process. The SHARED model has been implemented over a distributed OODBMS as a toolkit/framework for developing environments which need to model, manipulate and communicate product information between distributed cooperating applications, while supporting coordination between them.  相似文献   
8.
Chris S. McDonald 《Software》1987,17(10):685-700
Command interpreters under the UNIX operating system typically employ the syntax and semantics of imperative programming languages. Many of the advantages that functional programming languages hold over imperative languages can be incorporated in a functional command interpreter. Unfortunately, functional command interpreters to date have used the syntax of Backus's FP. The advantages of command expressiveness and composition have not been appreciated. A powerful functional command interpreter, fsh, that overcomes many of the deterrents of previous functional command interpreters is presented. Much of the unnecessary complexity of existing UNIX command interpreters is avoided by following the functional paradigm. fsh has been implemented under the UNIX 4.2BSD and System V operating systems.  相似文献   
9.
Sensor Web Enablement (SWE) technologies have been successfully applied to a great variety of outdoor scenarios but, in practical terms, little effort has been applied for indoor environments, and even less in the field of industrial applications. This article presents an intelligent SWE application for an indoor and industrial scenario, with the aim of improving and increasing the levels of human safety. The base low-level architecture is built on top of wireless sensor networks (WSN) connected to a Sensor Observation Service (SOS). Higher layers in the architecture include services that make real time decisions based on the collected data. Both simulation and experimental results are presented. The paper shows the viability of our approach in terms of performance, scalability, modularity and safety.  相似文献   
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