Handheld and Mobile Computing and Interaction and Engagement

Assessing Student Learning Outcomes with Tablet PCs

Added by the EDUCAUSE Librarian
Title:Assessing Student Learning Outcomes with Tablet PCs (ID: NCP08068)
Author(s):Meg Stewart (Vassar College), Virginia Jones (Vassar College), Robert Fritz (Vassar College), and Keri Van Camp (Vassar College)
Origin:Presented at NERCOMP Conferences (03/10/2008)
Type:Presentations/Speeches
Abstract:

Tablet PCs used in undergraduate field courses in archaeology and ecology have transformed the way we teach field-mapping and data-collection concepts. Curriculum redesign and assessment strategies were applied to two unique classes, introducing tablet PCs, an emerging mobile technology, with the goal of improving how spatial data are handled, viewed, and collected.

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Promoting Active Learning with Mobile and Wireless Technologies

Added by the EDUCAUSE Librarian
Title:Promoting Active Learning with Mobile and Wireless Technologies (ID: SWR08050)
Author(s):Morrie Schulman (University of Texas at Austin)
Origin:Presented at Southwest Regional Conferences (02/20/2008)
Type:Presentations/Speeches
Abstract:

Electronic response systems and web-based educational software systems use response pads, PDAs, laptops, and tablet PCs to encourage active learning. This overview will describe available mobile and wireless technologies; identify their capabilities, strengths, and weaknesses; and offer examples of how they are used to enhance and assess student engagement and learning.

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7 Things You Should Know About Twitter

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Twitter (ID: ELI7027)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (07/18/2007)
Type:Articles, Papers, and Reports
Abstract:

Twitter is an online application that is part blog, part social networking site, and part cell phone/IM tool. It is designed to let users describe what they are doing or thinking at a given moment in 140 characters or less. As a tool for students and faculty to compare thoughts on a topic, Twitter could be used academically to foster interaction and support metacognition.

The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.

In addition to the "7 Things You Should Know About…" briefs, you may find other ELI resources useful in addressing teaching, learning, and technology issues at your institution. To learn more, please visit the ELI Resources page.

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7 Things You Should Know About Augmented Reality

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Augmented Reality (ID: ELI7007)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (2005)
Type:Articles, Papers, and Reports
Abstract:

Augmented reality adds information and meaning to a real object or place. Unlike virtual reality, augmented reality does not create a simulated reality. Instead, it takes a real object or space and uses technologies to add contextual data to deepen students' understanding of it. To the extent that instructors can furnish students with a broad context for understanding the real world, students are more likely to comprehend and remember what they are learning. Through exposing students to an experiential, explorative, and authentic model of learning early in their higher education careers, augmented reality may help shift students from passive to active learning modes and thus become more successful learners.

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Wireless Interactive Teaching Simulations

Added by the EDUCAUSE Librarian
Title:Wireless Interactive Teaching Simulations (ID: CSD3970)
Origin:Contributed by Organizations or Campuses (2002)
Type:Articles, Papers, and Reports
Abstract:Undergraduate lecture courses at many institutions of higher education are quite large, making it difficult to actively involve students and maintain their attention. Ongoing and current budget crises make it difficult to hire additional instructors and reduce class sizes to levels that would allow for more faculty-student or student-student interaction. Wireless interactive teaching simulations (WITS) are seen as one solution to this dilemma.
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Fostering Classroom Engagement with Electronic Whiteboards, Tablet PCs, and DyKnow VISION

Added by the EDUCAUSE Librarian
Title:Fostering Classroom Engagement with Electronic Whiteboards, Tablet PCs, and DyKnow VISION (ID: EDU0455)
Author(s):David Berque (DePauw University)
Origin:Presented at EDUCAUSE Annual Conferences (10/20/2004)
Type:Presentations/Speeches
Abstract:We will present our experiences with DyKnow, software that fosters classroom engagement by allowing teachers and students to share and annotate material during class. Although DyKnow runs in various environments, our use incorporates electronic whiteboards and pen-based computers (tablet PCs). We will describe system features, underlying pedagogy, and evaluation results.
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