bluuebunny/crossref_metadata_2025 huggingface dataset:
Virtual Instrumentation in Biomedical Equipment
Authors: Andrade Tiago Faustino , Quintas Manuel Rodrigues , Silva Carlos Moreira , Restivo Maria Teresa , Chouzal Maria Fátima , Amaral Teresa Freitas
Published: January 2013

Nowadays, the assessment of body composition by estimating the percentage of body fat has a great impact in many fields such as nutrition, health, sports, chronic diseases and others.

The main purpose for this work is the development of a virtual instrument that permits more effective assessment of body fat, automatic data processing, recording results and storage in a database, with high potential to conduct new studies, http://lipotool.com.
Sharing Remote Labs: A Case Study
Authors: Orduña Pablo , Rodriguez-Gil Luis , López-de-Ipiña Diego , Garcia-Zubia Javier
Published: January 2013

The interest on educational remote laboratories has increased, as have the technologies involved in their development and deployment. These laboratories enable students to use real equipment located in the university from the Internet. This way, students can extend their personal learning experience by testing with real equipment what they are studying at home, or performing hands-on-lab sessions at night, on weekends or whenever the traditional laboratories are physically closed. A unique feature of remote laboratories when compared to traditional laboratories is that the distance of the student is not an issue, so remote laboratories can be shared with other schools or universities. In this contribution, authors present and discuss a widely spread remote laboratory (VISIR, present in 6 european universities + 1 in India) shared among 3 institutions (2 universities + 1 high school).
Immersive Learning Environment Using 3D Virtual Worlds and Integrated Remote Experimentation
Authors: Marcelino Roderval , Silva Juarez Bento da , Gruber Vilson , Bilessimo Simone Meister
Published: January 2013

This project seeks to demonstrate the use of remote experimentation and 3D virtual environments applied to the teaching-learning in the areas of exact sciences-physics. In proposing the combination of remote experimentation and 3D virtual worlds in teaching-learning process, we intend to achieve greater geographic coverage, contributing to the construction of new methodologies of teaching support, speed of access and foremost motivation for students to continue in scientific study of the technology areas. The proposed architecture is based on a model implemented fully featured open source and open hardware. The virtual world was built in OpenSim software and integrated it a remote physics experiment called "electrical panel". Accessing the virtual world the user has total control of the experiment within the 3D virtual world.
Demonstration of Collaborative Features of Remote Laboratory NetLab
Authors: Nedic Zorica
Published: January 2013

In this presentation we would like to demonstrate collaborative aspects the remote laboratory NetLab. Many universities worldwide have developed remote laboratories that are now common part of laboratory component used by their students. NetLab is one of them, and is used by undergraduate students to perform experiments on electrical circuits. Unlike majority of other laboratories NetLab is from the beginning designed as an interactive collaborative environment where a number of students can access the equipment remotely from different places in the world and collaboratively wire circuits, connect and set up instruments and perform measurements. All users that are logged on concurrently have the full control of the system. Because NetLab is an interactive learning environment students are required to coordinate their actions. Unlike in a real laboratory where students see what everyone is doing, collaboration in remote laboratory is not a trivial task. To enable this collaboration NetLab has a number of features to support interactive collaborative work. In the proposed session these features will be demonstrated.
e-lab Remote Laboratory Demonstration
Authors: Neto R. B. , Fernandes H.
Published: January 2013

e-lab is a remote laboratory infrastructure,

powered by a software framework designed for distributed

data collection, that allows to perform experiments and

retrieve data from a remote apparatus. In this

demonstration we will present the e-lab interface properties

and its modus operandi, giving as well some topics of

complimentary software use for data interpretation and

analysis. An overview of e-labâ??s technical specifications will

also be presented.
Strategic Market and Customer Driven IS/IT Planning Model
Authors: Shawyun Teay
Published: January 2013

The importance and issue of strategic business and IT alignment to achieve organization performance, a multifarious IS/IT frameworks, continues to perplex. It is contended that an internal focused IS/IT approach might not meet the needs of its both internal and external customers. This paper proposes a market based push-pull framework to ensure that the push strategy of the organization in what it wants to offer and at a price that it intends to offer is matched with the pull strategy of the market in what it wants to buy and at a price it is willing to pay. Once the market pull and firm push strategy is identified, the alignment of the IT would be based the push-pull effect of the business requirement to serve and satisfy not only the internal customers’ needs but also the external customers’ needs and requirements through the organization’s value proposition. The IT as a key enabler would be the main enabling mechanism to create and deliver on the value as proposed to the customers. This would define the measurable outcomes of the organization performance in creating and delivering the customer value as proposed based on the push-pull effect of the organization.
A Systematic Approach to Evaluating Open Source Software
Authors: Ahmad Norita , Laplante Phillip A.
Published: January 2013

Selecting appropriate Open Source Software (OSS) for a given problem or a set of requirements can be very challenging. Some of the difficulties are due to the fact that there is not a generally accepted set of criteria to use in evaluation and that there are usually many OSS projects available to solve a particular problem. In this study, the authors propose a set of criteria and a methodology for assessing candidate OSS for fitness of purpose using both functional and non-functional factors. The authors then use these criteria in an improved solution to the decision problem using the well-developed Analytical Hierarchy Process. In order to validate the proposed model, it is applied at a technology management company in the United Arab Emirates, which integrates many OSS solutions into its Information Technology infrastructure. The contribution of this work is to help decision makers to better identify an appropriate OSS solution using a systematic approach without the need for intensive performance testing.
Capability Development of Customers
Authors: Sharma Vinay , Madan Pankaj , Seth Piyush
Published: January 2013

This paper identifies the application of capability concept (Sen, 2000) as a globally viable business strategy for the coming age which can be used to expand markets into to all levels of the social stratum. ‘Capability’ development is proposed as a way to propel business and expand markets to all levels of the social stratum. The article describes how Information and Communication Technology will create the buying power at the bottom of the pyramid and convert this stratum into a market as well as achieve social development. The paper examines these recommendations through an exploration of their application to the business strategies of two microfinance firms in India.
Critical Analysis of Expansion Strategies of SAP, IBM, Oracle and Microsoft in the area of Business Intelligence
Authors: Singh N. P. , Nayeem M Mohammad Jaffer
Published: January 2013

Business Intelligence (BI) industry has emerged as a high growth area. Recognizing this fact, both pure play vendors as well as big application and infrastructure vendors are trying different strategies to increase their market shares. The paper starts with a discussion of BI industry since 2002 to understand the underlying dynamics of the BI industry. It is followed by analysis of BI growth strategies of big four application and infrastructure vendors—SAP, IBM, Oracle, and Microsoft—to get a bigger pie of the market. The paper also analyzes the customer reactions to the new BI paradigm, impact of the acquisition on BI market and concluding remarks on the acquisition of pure play vendors by big four.
Creativity Enhancement
Authors: McNair Monty , Howard Caroline , Guzman Indira , Watkin Paul
Published: January 2013

Since the dawn of humanity, creativity has been critical to surmounting the challenges of life. Innovation is particularly essential to survival on every level from an individual solving his/her problems to a world dependent on adaptive approaches to cope with rapidly expanding populations and enormous international tensions. Currently, information systems programs are not fostering the creativity needed to sustain the innovation required to compete in the 21st century marketplace. Educators and researchers need to better understand the effects of creativity training on creative performance to best design programs that meet the needs of information systems personnel and their employers. The results of this study provide evidence that it would be valuable for organizations to experiment with creativity tutorials and recommend that future research be conducted using larger samples of individuals with low levels of creativity. Because the costs of informing people about creativity are low and creativity tutorials can be designed to be easily administered and completed, the authors recommend that a low-cost tutorial would be a cost effective and beneficial strategy for organizations to employ with information systems personnel, especially those who assess themselves as low in creativity.
Information Technology Capability, Knowledge Assets and Firm Innovation
Authors: Datta Avimanyu
Published: January 2013

In this paper, the author presents a theoretical framework that establishes an indirect link between IT capabilities and firm innovation by characterizing the mediating role of knowledge assets: knowledge networks and knowledge capabilities. Firm innovation itself is characterized as innovation development and innovation commercialization. The search on literature of IT capability and innovation revealed a very lukewarm recognition towards firm level variables in knowledge networks, knowledge capabilities, and distinction between innovation development and commercialization. Backed up by detailed reviews of literature on innovation, strategy, and entrepreneurship, the author posits propositions linking the aforementioned constructs, and proposes a framework for future research linking IT Capability with Firm Innovation.
Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy
Authors: McMahon Mark
Published: January 2013

The chapter outlines the design of a game to raise nutritional awareness within primary school-aged children. The game uses a blend of simulated and pervasive elements using ubiquitous technologies to enhance children’s capacity to make informed choices with regard to their own eating habits. Nute’s Adventures in Nomland is a project currently being undertaken at an Australian university to explore the potential of a casual game can be used to help parents and children understand the different nutritional values of the food they eat. The game contains both pervasive and simulation elements. The pervasive nature of the game is evident in the use of mobile phones to scan nutrition labels as part of a shopping activity. This shopping is then brought into a simulation game that allows learners to explore the effects of their decisions on a virtual pet, Nute, and then identify strategies to address shortfalls in that decision-making.
Learning and Teaching as Communicative Actions
Authors: Warren Scott J. , Najmi Anjum
Published: January 2013

Over the last decade, digital games have become important vehicles to support student learning. One form in particular, transmedia games, have shown a propensity to allow instructors, students, and designers to create learning games inexpensively and rapidly, while showing learning improvements and allowing for rapid change as the need arises. There are two goals for this chapter. The first is to review existing theoretical models of game learning and to provide an overview of a new model called “Learning and Teaching as Communicative Actions.” The second is to give a detailed description of the design process for Broken Window, an alternate reality (AltRG) transmedia game that was developed to support undergraduate learning in a computer applications course.
Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic
Authors: Aubrecht Michelle
Published: January 2013

Making a game can be a creative act for students—much like writing a novel, making artwork, or designing a science experiment, it is a way to “play” with ideas. Game making is a creative and iterative process, and it may help students develop the ability to think non-linearly, create and understand systems, and hone such 21st century skills as critical and analytical thinking skills, while allowing deeper explorations of social issues that afford avenues for storytelling, allowing both game players and game makers to engage in meaning-making experiences. In the art classroom, students can explore design considerations, such as color, shape, balance, composition, rhythm, and meaning making. Game making is an iterative, multi-disciplinary mode of self-expression and communication, and it is a demonstrable example of student learning.
3D GameLab
Authors: Haskell Chris
Published: January 2013

Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for effectively employing games, like quest-based learning, as educational tools are developing. This chapter explores the use of game-based pedagogy for a pre-service teacher education course, as well the development of a quest-based learning management system (3D GameLab) to support the class. The chapter is grounded in design-based research, and discusses four phases of development and theory generation. In each of these phases, the quest-based learning management system, course curriculum, and game-based pedagogy were subject to the same iterative process to test and generate new theory toward game-based/quest-based learning.
Serious Games for Reflective Learning
Authors: Pannese L. , Prilla M. , Ascolese A. , Morosini D.
Published: January 2013

This chapter describes some of the work carried out in the MIRROR project, which focuses on reflective learning where adults’ motivation to learn and reflect through games is being researched. It briefly introduces the project and the theoretical framework, and then describes the serious game that was created for research in detail. The last part of this chapter focuses on users’ evaluations and describes some lessons learned about the importance of guidance and of a de-briefing session, thus highlighting the potential of serious games for collaborative knowledge construction.
Racing Academy
Authors: Joiner Richard , Iacovides Ioanna , Darling Jos , Diament Andy , Drew Ben , Duddley John , Owen Martin , Gavin Carl
Published: January 2013

Racing Academy is a digital game, which is specifically designed to engage and motivate students in science and engineering. The aim of this chapter is to report a case study where the authors evaluated how effective Racing Academy is at supporting students’ learning of science and engineering. The study involved 219 students from five different courses in three further and higher educational institutions. They were given a pre-test a week before they started using Racing Academy. It consisted of an assessment of the students’ knowledge of engineering or physics and motivation towards engineering or physics. A week after they had used Racing Academy, they were given a post-test, which was the same as the pre-test, but it also included a measure of how motivating they found Racing Academy. The project found that after playing Racing Academy there is an increase in students’ knowledge and understanding in all five of the courses in which Racing Academy was used. The students found Racing Academy motivating to play, and 95% thought that Racing Academy was successful. The implications of these findings and the lessons learnt are discussed.
Cloud Computing Diagnosis
Authors: Krishnadas N. , Pillai R. Radhakrishna
Published: January 2013

Cloud Computing is emerging as a promising cost efficient computing paradigm which professionals believe is an absolutely new trend and will represent next level of internet evolution. Though the presence of Cloud computing is ubiquitous, it still lacks consensus on a proper definition and classification of the major Clouds in effect today. It also suffers from major criticism of being a hype/fad and some researchers claim that it is just an extension of already established computing paradigms. This chapter attempts to deal with such criticisms by comprehensively analyzing the Cloud definitions and diagnose the components of the same. It performs a comprehensive study of more than 30 definitions given by Cloud computing professionals and published in research papers. These definitions are then analyzed under more than fifteen components, each of which is discussed in the chapter. This study is backed by empirical work, to understand Cloud computing from different angles and come up with a comprehensive definition. It also analyses the present Cloud service providers and the level of services they provide to bring about a clear picture of Cloud computing. Based on the comparison, the pending issues in Cloud computing are discussed.
Cloud Computing for Scientific Simulation and High Performance Computing
Authors: Jackson Adrian , Weiland Michèle
Published: January 2013

This chapter describes experiences using Cloud infrastructures for scientific computing, both for serial and parallel computing. Amazon’s High Performance Computing (HPC) Cloud computing resources were compared to traditional HPC resources to quantify performance as well as assessing the complexity and cost of using the Cloud. Furthermore, a shared Cloud infrastructure is compared to standard desktop resources for scientific simulations. Whilst this is only a small scale evaluation these Cloud offerings, it does allow some conclusions to be drawn, particularly that the Cloud can currently not match the parallel performance of dedicated HPC machines for large scale parallel programs but can match the serial performance of standard computing resources for serial and small scale parallel programs. Also, the shared Cloud infrastructure cannot match dedicated computing resources for low level benchmarks, although for an actual scientific code, performance is comparable.
Security Concepts for Cloud Computing
Authors: White Steven C. , Sedigh Sahra , Hurson Ali R.
Published: January 2013

Computer security is a complex undertaking within the traditional client-server architecture. As services and data are moved to the Cloud, security requirements change and become even more complex. Existing client-server security practices can be extended to address challenges specific to the Cloud environment. In this chapter, a contrast is made between traditional client-server environment with a Cloud environment - in terms of security challenges and solutions. In addition to enumerating and contrasting traditional challenges and solutions, the authors describe security challenges and solutions particular to the Cloud computing environment. The chapter describes, in terms of the pillars of security, key issues that should be addressed by an organization as it migrates to Cloud environments and propose solutions to these issues.
Service Design and Process Design for the Logistics Mall Cloud
Authors: Steinbuß Sebastian , Weißenberg Norbert
Published: January 2013

This chapter presents some actual results from two big German Cloud projects: the Leading-Edge Cluster project Service Design Studio and the associated Fraunhofer Innovation Cluster Cloud Computing for Logistics. Existing services can be enhanced using the Service Design Studio environment and then be deployed and offered in the Logistics Mall, which may combine them using process models. To reach these objectives, different standards are combined for service description in functional and business view, business object description in domain and technical view, and process model description on different abstraction levels. First results are already in use by the logistics industry. These innovations together have the potential to advance the logistics market towards modern IT strategies. Flexible, individual logistics business process models allow small and medium enterprises a technological catch up with large companies and to focus on their core business.
CloudRank
Authors: Li Jianxin , Meng Linlin , Zhu Zekun , Li Xudong , Huai Jinpeng , Liu Lu
Published: January 2013

In this chapter, the authors propose a Cloud service ranking system, named CloudRank, based on both the user feedback and service testing. In CloudRank, we design a new ranking-oriented collaborative filtering (CF) approach named WSRank, in which user preferences are modeled as personal rankings derived from user QoS ratings on services to address service quality predication problem. Different from the existing similar approaches, WSRank firstly presents a QoS model which allows users to express their preferences flexibly while providing combination of multiple QoS properties to give an overall rating to a service. Secondly, it measures the similarity among users based on the correlation of their rankings of services rather than the rating values. Nevertheless, it is neither accurate nor sufficient to rank Cloud services merely based on users’ feedbacks, as there are many problems such as cold-start problem, absence of user feedback, even some service faults occurred in a service workflow, so to get an accurate ranking, an active service QoS testing and fault location approach is required together with WSRank. Therefore, in CloudRank, the authors also designed an automated testing prototype named WSTester to collect real QoS information of services. WSTester integrates distributed computers to construct a virtual testing environment for Web service testing and deploys test tasks onto distributed computers efficiently.
Digital Literacy and Competence in Students Attending a Faculty of Humanities
Authors: Cartelli Antonio , Di Nuzzo Angela
Published: January 2013

In this paper the behaviors and tendencies in the use of digital technologies by university students are analyzed. After a short discussion of former studies and the presentation of the model for digital literacy structure and assessment in students attending compulsory school, the investigation carried out by the authors is described and the results obtained from the analysis of the university students’ answers is reported. The survey was submitted to 331 students in the Faculty of Humanities at the University of Cassino, Italy, and the students’ answers show a contradictory reality: on one side, digital technologies are mainly used to communicate in social networks or to play music and movies, on another side it is evident the students’ interest for the most recent aspects of the application of digital technology and for the improvement in the quality of their use.
Good Teaching Practice and Quality Indicators for Virtual and Blended Learning
Authors: Pérez M. Esther del Moral , Martínez Lourdes Villalustre
Published: January 2013

The M.A.T.R.I.X (Modalities of Telematic Learning and Inter-university Results that can be Extrapolated to Blended Learning)1 project identified and described the diverse teaching methods and practices applied in a representative sample of virtual and blended learning degree courses taught at different Spanish Universities using the G92 Shared Virtual Campus. The purpose was to extrapolate the experiences considered as “good practice” in the new blended learning contexts and methodologies proposed by the EHEA, using as indicators the quality of the learning design as assessed by experts, the satisfaction level of the students taking the courses, their effective contribution to attaining specific and generic competence in different subjects.
Developing a Reflective Competence for a Master’s Level Programme on E-Learning
Authors: Nuzzaci Antonella
Published: January 2013

This study examines the effects of an activity of reflection on a group of students enrolled in the Master for Intercultural Education and European dimension of distance education, who participated in the construction of the model for a “reflection participant” and a self-evaluation tool to be used for training teachers. The activity is part of the research carried out within the Leonardo da Vinci “REFLECT” - “reflective practice for training the trainers” - Reflective Practice and VET (Vocational Education and Training), aimed at the creation of a specific methodology for the implementation of reflective practices in VET contexts, so that new processes of updating and re-professionalization required by the challenges of today’s society can be started. It envisaged the creation of a testing laboratory, organized within the Faculty of Education at the University of Valle d’Aosta, which brings together teaching and research functions, contemplating an experiment involving the direct training of educators and teachers and demonstrating how to make a significant change in the actors who take part in the process. The study results show that it is possible to develop, enhance and strengthen skills through reflective mode online. The study indicates in post-treatment that the impact of such differences is based on the contextual features of the training.
Benefits and Risks of Social Networking Sites
Authors: Kiser Angelina I. T.
Published: January 2013

One of the challenges facing university and college professors is the use of effective and efficient communication with their students. One solution could be the use of social networking sites to engage students and the U.S. 2010 Digital Year in Review (2011), social networking continues to grow as one of the web’s top activities with 9 out of every 10 U.S. Internet users accessing break down communication barriers, according to a social networking site every month. The study includes an in-depth review of the uses, benefits and risks of social networking sites as well as how they might be utilized in a college or university setting. The researcher in this study surveyed university business students at a private, four-year, Hispanic-serving institution in Texas about their use of social networking sites and how professors might integrate these sites into the curriculum.
Using Precision Teaching Method to Improve Foreign Language and Cognitive Skills in University Students
Authors: Cuzzocrea Francesca , Murdaca Anna Maria , Oliva Patrizia
Published: January 2013

Learning a foreign language takes time and effort. In the last few years, too much emphasis has been placed on oral communication skills and English teachers make their students speak English without paying enough attention to grammatical accuracy. As a result, while students’ ability in terms of fluency has improved, they often cannot communicate appropriately in English due to a lack of grammatical knowledge. The aim of the study was to explore the potential of Precision Teaching software developed for the improvement of English grammar rules. Two groups were compared, one having used the software and the other following a traditional textbook-based approach. The students who used the software showed significantly higher learning scores than students who did not. In addition, after using the software students show increased scores in some cognitive abilities that are related to foreign language learning.
Use of the Internet by Medical Practitioners in Private Hospitals in Warri, Delta State, Nigeria
Authors: Adomi Esharenana E. , Egbaivwie Ericson , Ogugua Jonathan C.
Published: January 2013

This study explores the use of the Internet by medical practitioners in private hospitals in Warri Delta State, Nigeria. Descriptive survey design was adopted and questionnaire was the instrument used to collect data. The total population and sample for the study were 137 medical practitioners from 30 private hospitals in Warri. Findings revealed that most medical practitioners used the Internet on a regular basis; a majority of the medical practitioners started using the Internet between 1 – 5 years ago; most of the medical practitioners spend 2 – 5 hours using the Internet per visit; a majority of medical practitioners used the Internet without assistance. Medline, journals and PubMed were the Internet resources used by most of the medical practitioners. Internet use enables the respondents to improve patient care, keep up-to-date; high cost of Internet access and lack of access to the Internet were some of the problems facing most of medical practitioners. The study recommends that hospital management should provide their medical practitioners with Internet facilities to enable them access to the most recent and accurate information for effective service delivery. The findings will help health care authorities especially in developing countries to improve on Internet access facilities to medical practitioners.
Literacy and Space Technology In Nigeria
Authors: Ogunyemi Christopher Babatunde
Published: January 2013

This paper examines literacy as it affects Space Technology in Nigeria. The place of digital technology enables a proper understanding of literacy in Nigeria. The paper is divided into four parts. The first section redefines literacy in order to understand the possibilities of meanings based on the perceptions of James (1984), Onukaogu (2008), Arua (2009) and Ajayi (2009) that conceptualize the complex nature of literacy and its indispensability. The second part visualizes the role played by literacy in educating technological advancement in Nigeria, bearing in mind that in 1999, the Federal Government of Nigeria approved the Nigerian Space Policy and the implementation of the space program. The third section underscores the socio-economic relevance of literacy in enhancing global space technology for Nigeria while the fourth section relates Ajayi’s (2009) projection in a meta-critical manner, so that Nigeria can become a world power. The theoretical framework for this paper is the “Transformational Theory”. The theory opines that “learning occurs as a result of transformation of participation in culturally valued activities” such as space technology. The paper emphasizes practical findings to stimulate excellence and literacy relevance in science and technology.
The Power, Peril, and Promise of Information Technology to Community Education
Authors: Bryan Valerie C.
Published: January 2013

The democratization of information serves as a powerful force for change in both our lives and our global world. The paradigm shift from the providers of information to the users of the information has in many cases been brought about through the use of information technologies and the creation of more diverse and accessible Web-enabled devices. Educational equity helps to provide democratic and accessible educational opportunities for all citizenry and supports the tenets of community education. The question arises whether the proliferation of information brings power, peril, or promise for the communities of the world and the people it serves. This chapter investigates the changing rate of information, how it is distributed through online communities of practice and social networks, and what impact some of this information may have on areas of interest for training, research, and online development in fields of education, law enforcement, medicine, and sociology.
Emergency Management Professional Development
Authors: Russo Marianne Robin
Published: January 2013

Although there is current research describing technology efforts utilized in the 21st century as it relates to emergency management, there are adult educational factors to examine regarding Information Communication Technology (ICT) and the Social Communication Skills (SCS) of emergency personnel. Technology is quickly evolving and the the population is becoming increasingly more diverse, driving the efforts of emergency personnel to harness more technological emergency advances and navigate the culture of each community to assure effective emergency measures are taken. Within the ICT and SCS framework, emergency management must concern itself with: (a) the basic tenets of emergency management; (b) the changing and new nature of global threats in the 21st century; (c) evolving emergency management technologies; (d) social considerations when interfacing with the communities served; and (e) recommendations for those who are involved in emergency management mitigation, preparation, response, and recovery emergency efforts. All of these factors revolve around the education and re-education of adults; therefore, the focus of this chapter explores subsequent educational implications for the emergency personnel workforce as well as positive results for affected communities. This chapter proposes a larger implication, one of emergency personnel professional development within technology-based response systems as well as the cultivation of social communication in an effort to build a Sense of Community (SOC) with the diverse citizenry they serve. Emergency first responders, as well as other emergency personnel, must be educated in technology and social skills to better serve the community and to become a part of a holistic community. It is in this way that safety, and ultimately social justice, efforts for specific groups who may be marginalized and disenfranchised during an emergency are enhanced.
Social Networking, Cyber Bullying, and the Role of Community Education
Authors: Sofo Michelle , Sofo Francesco
Published: January 2013

This chapter explores the link between social capital, the bullying that can occur via social networking sites, and community education. It becomes evident that social networking sites are influential sources of informal learning despite the published literature being somewhat divided on the sociological, psychological, and emotional benefits of social networking. Through the presentation of Australian statistics and case studies, the chapter demonstrates how social capital can be eroded through the misuse of social networking sites particularly in the form of cyber bullying. The Australian government has responded to the social impacts of cyber bullying by funding an extensive community education program. Through examining this program, it is possible to see how important it is to have effective and accessible community education regarding safe and responsible social networking.
Using Educational Technology to Guide Literacy Teaching Candidates in the Delivery of Adjusted Practices for Speakers of Urban AAVE
Authors: McAnuff-Gumbs Michelle
Published: January 2013

The chapter discusses ways in which educational technology facilitated a strengthening of literacy leadership candidates’ awareness of adjusted practices suitable for application in culturally complex classrooms. It shows how the instructor in a specific course was able to infuse critical content and tasks into what would have otherwise been a generic course in literacy theories and instruction, and ensure that candidates were trained in customizing literacy practices for culturally and linguistically diverse students. Multiple online readings, lecture captures using Camtasia, WIKIs, blogs, and Elluminate virtual classroom sessions allowed for an enrichment of course content and for communication of content in powerful ways. Additionally, the tools facilitated engagement of candidates in guided reflection and case-based problem solving that facilitated a transfer of information on adjusted practices to a specific situation. Through the use of tools, the instructor was also able to monitor candidates’ uptake of practices. The difference in quality and level of candidate exposure, given use of the tools, is demonstrated primarily through content analysis of their online postings. The chapter and the research it describes qualifies as what Robleyer (2005) refers to as research “address[ing] a significant educational problem” while spotlighting “a proposed technology solution” (p. 19).
E-Learning Quality through Second Life
Authors: Nikolaos Pellas , Ioannis Kazanidis
Published: January 2013

The systematic utilization and dissemination of e-learning, in juxtaposition with the expansion needs for collaborative knowledge, has led to a new generation system, Virtual Worlds (VWs). The quintessence and assistance of VWs allows adult users to immerse themselves in a common 3D multimedia environment, emphasizing co-creation and co-construction of their “knowledge field.” The corollary of interactivity and social form of modeling, allows the design of e-learning activities in accordance with contemporary pedagogical approaches. This chapter focuses both on how using the most advanced 3D Web-emulator of the real world, Second Life (SL), will increase users’ learning ability and vehemently consecrate the common multi-user environment as an incubator of knowledge and action. The methodology is to evaluate SL with the assistance of 70 trainee users, according to four different parameters that postulate the learning progression in a virtual system. The main contribution of this research will be to highlight the suitability of SL for organizing and conducting collaborative scenarios in higher education.
Integrating Technology in Teacher Education Programs
Authors: Oigara James N.
Published: January 2013

This chapter discusses technology integration in teacher education programs. Although opportunities for technology training have become more available to prospective teachers, it is evident that successful technology integration needs a paradigm shift in pedagogical approaches and reform in teacher education programs to better support teachers’ integration of technology into instruction. This chapter offers valuable theoretical grounding to help guide researchers and leaders in the field of Educational Technology. Data indicate that basic technology skills alone cannot lead to higher levels of technology use in the classroom. Suggestions are provided on best ways to integrate educational technology into pre-service teacher education programs and in-service teacher professional development programs to enhance effectively teaching and learning in K-12 classrooms.
Increasing Student Engagement and Extending the Walls of the Classroom with Emerging Technologies
Authors: Wangler Thomas G , Ziliak Ellen M
Published: January 2013

Some tend to view the use of technology as the panacea people have all been waiting for, and yet, if a piece of software or technology is not used properly, it can amount to little more than a high-tech pedagogical placebo. It is important to keep in mind that technology is a means to an end and not an end in itself. The goal is to impart knowledge, increase student understanding, and develop critical thinking skills. Further, if technology can be used to create learning experiences outside the classroom or enrich the educational experience inside the classroom, then it is a useful tool. This chapter reviews case studies of three emerging technologies: clickers (or audience response systems), Maple (computer algebra system), and screencasting (using a tablet PC) that have been implemented successfully on one campus to enhance student learning.
Technology Expanding Horizons in Teacher Education
Authors: Hucks Darrell , Ragan Matthew
Published: January 2013

The purpose of this exploratory action research study was to examine how the modeling by instructors of technology integration would affect the quality of the lessons that elementary teacher-education students designed and taught in their field placements. The research was conducted across two consecutive semesters with two different cohorts of methods students placed at a local elementary school that had received new interactive whiteboards, SMART boards, in every classroom at the beginning of the previous school year. Based upon field-supervisor/instructor observations, reflections, and oral and written feedback from host-teachers and students, an analysis was conducted to determine the effectiveness of the intervention. Findings suggest that teacher education students’ level of engagement increased regarding the integration of technology, and children were more engaged and actively involved during the teaching of methods students’ mathematics and science lessons.
A State of the Art Cart
Authors: Nguyen Valerie , Szymanski Mark
Published: January 2013

This chapter examines research that characterizes the complexity of teaching and integrating visual arts in K-12 education. Issues include teachers’ previous experience and backgrounds in art, their differing development of pedagogical and art content knowledge, and the existence of a variety of philosophical orientations for teaching art. The authors then describe how the complexity of visual arts education requires complex solutions for integrating technology and describe one art teacher educator’s first explorations into creating online solutions with Web 2.0 technology and her plans for further development. Finally, the authors describe a model of visual arts and technology integration that begins with a problem of practice and develops complex solutions through technology integration.
Employing Emerging Technologies in Educational Settings
Authors: Alshehri Ajlan M.
Published: January 2013

This chapter aims to enrich knowledge and open discussion towards employing the emerging technologies in educational settings particularly in developing countries such as Saudi Arabia. To shed light on this topic, the chapter introduces emerging technologies and their importance to the educational field. It also elaborates and discusses various issues surrounding the employment of emerging technologies, at the organizational and individual levels. In addition, it clarifies the roles of those involved in the educational settings such as decision makers, educators, and users of technologies in order to enable them to employ and use technology in educational settings optimally. Moreover, the chapter illustrates the different challenges that might hinder the integration of technology in the field of education. Finally, exploring the future of employing emerging technologies will be addressed in this chapter by developing strategies and recommendations that should be considered as crucial factors for employing and integrating technologies in the educational settings.
Integration of the Computer Games into Early Childhood Education Pre-Service Teachers’ Mathematics Teaching
Authors: Tokmak Hatice Sancar , Incikabi Lutfi
Published: January 2013

Mathematics experiences in the early years of education can help children be more prepared for the future. Mathematics is known to be one of the most difficult learning areas. Computer games in today’s technological world seem to offer a way to educate young children in mathematics in a fun and engaging way. However, success does not rely solely on the technology itself, but also how it is used during instruction. For that reason, early childhood teachers have a responsibility to integrate technology into their instruction, and to understand such technologies with regard to content and audience. Therefore, this chapter provides an example of how to incorporate educational computer games into upper-level education courses. The instructor designed the course described in this chapter to teach early childhood teachers how to integrate educational computer games for the purpose of teaching mathematics to young children.
A Case Study in Online Delivery
Authors: Klingenstein Beth Gigante , Hagen Sara
Published: January 2013

This case study explores the journey that allowed the music faculty at a small public university in North Dakota to create a groundbreaking undergraduate online music major. The narrative travels from resistance to acceptance and from tradition to innovation. The events are described from the perspective of two faculty members who approached the adaptation of technology into the music program from polar opposites, one highly in tune with the world of technology and the other highly resistant. This chapter presents the history of the online music degree, including its seminal beginnings, the technology innovations that drove the process, the evolution of essential team buy-in, the skills acquired by faculty, and the processes developed for delivery. Online teaching has energized the music department at Valley City State University and the story is one worth sharing.
Using Social Media to Enhance Instruction in Higher Education
Authors: Fleck Bethany K. B. , Richmond Aaron S. , Hussey Heather D.
Published: January 2013

This chapter informs readers on ways to integrate social media into the college classroom. Preexisting and relevant research is reviewed including suggested practices, efficacy of use, and data supporting the teaching methods described. Data from an original study is also presented, which assessed students’ perspectives on integrating social media into the higher education classroom. The authors of this chapter also provide suggestions on how to transform research into actual classroom practices based on theory including informal and incidental theory, relational mentoring, and situation learning theory.
Changing the Face of ELA Classrooms
Authors: Newman Dianna L. , Coyle Victoria C. , McKenna Lori A.
Published: January 2013

This chapter looks at the delivery of professional development on technological pedagogical content knowledge (TPACK), designed to increase teachers’ abilities to integrate technology into ELA curriculum. Using TPACK and 21st century SCALE frameworks as a foundation, both stipend-based and embedded professional development models provided teachers with skills to integrate mobile technologies into classroom pedagogies, modifying or redesigning selected units of instruction. Change in teacher behavior was evidenced by direct observation of teachers’ integration of technology into classroom practice, and their use of technology to support lesson plans aligned to state and common core learning standards in the classroom. Student outcomes include performance on teacher developed action research, attendance, and increased ability to meet learning standards.
Integrating Technology into Mathematics Teaching
Authors: Incikabi Lutfi , Tokmak Hatice Sancar
Published: January 2013

The relationships between content, pedagogy, and technology are important for teaching, yet complex for teachers. The idea of technological, pedagogical, and content knowledge (TPACK) has emerged in the educational technology field as a framework to explain the complexity of technology integration. In contrast to a simple view of technology, TPACK framework emphasizes the connections, interactions, affordances, and constraints of content, pedagogy, and technology. TPACK framework presents a way of thinking about effective technology integration. The preparation of teachers for effective technology integration to instruction appears to be a key component of almost every improvement plan for education and educational reform programs. This chapter provides a course design example for teacher educators about how to give pre-service teachers experience integrating technology with their instructions. The instructor designed this course to enhance mathematics teacher candidates’ understanding of TPACK as a result of an intense educational technology course sequence.