314 research outputs found
Teaching practical science online using GIS: a cautionary tale of coping strategies
Strong demand for GIS and burgeoning cohorts have encouraged the delivery of GIS teaching via online distance education models. This contribution reviews a brief foray (2012–2014) into this field by the Open University, deploying open source GIS software to enable students to perform practical science investigations online. The “Remote observation” topic spanned four science disciplines in 6 weeks – an ambitious remit within an innovative overarching module. Documenting the challenges and strategies involved, this paper uses forum usage and student feedback data to derive insights into the student experience and the pitfalls and pleasures of teaching GIS at a distance
Plagiarism in e-learning systems: Identifying and solving the problem for practical assignments
A big part of life long learning is the move from residential lectures to distance education. Distance education falls under the multi-modal policy of the teaching institution and thereby a change in student contact. The lecturer facilitating the distance education course is also faced with a problem where the quality and originality of submitted assignments need to be checked. This has always been a difficult task, as going through practical assignments and looking for similarities is a tedious job. Software checkers are available, but as yet, have not been integrated into popular online e-learning systems. If closer contact and warning to students are given at an early stage the problem is minimized as they know they are being closely monitored. As will be shown in this article, plagiarism is a current problem with online practical submissions. We will also show how this problem can be minimized through the integration of plagiarism checking tools and other checking methods into e-learning systems
Towards Security Goals in Summative E-Assessment Security
The general security goals of a computer system are known to include confidentiality, integrity and availability (C-I-A) which prevent critical assets from potential threats. The C-I-A security goals are well researched areas; however they may be insufficient to address all the needs of the summative e-assessment. In this paper, we do not discard the fundamental C-I-A security goals; rather we define security goals which are specific to summative e-assessment security
Towards Security Requirements in Online Summative Assessments
Confidentiality, integrity and availability (C-I-A) are the security requirements fundamental to any computer system. Similarly, the hardware, software and data are important critical assets. These two components of a computer security framework are entwined; such that a compromise in the C-I-A requirements may lead to a compromise of the critical assets. The C-I-A requirements and the critical assets of a computer system are well researched areas; however they may be insufficient to define the needs of a summative e-assessment system. In this paper, we do not discard the existing components; rather we propose security requirements and related components that are specific to summative e-assessment systems
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Delivering authentic online practical science teaching – geoscience perspectives from the OpenScience Laboratory
Teaching practical science at a distance is challenging – how do you give students studying online a meaningful practical experience? In July 2013, the Open University (OU) launched the Wolfson OpenScience Laboratory (OSL) to deliver a wide a range of authentic practical science activities for their distance learning undergraduates. Prompted by the recognition that modern science is increasingly conducted via a computer screen (e.g. remote sensing, Martian fieldwork), the OSL presents a variety of opportunities for students to observe, investigate, gather and analyse data. The rationale is to foster problem-based, active learning, which has been proven effective by numerous studies. Simulation is kept to a minimum; most activities either generate or use real data, with authentic anomalies and ‘noise’ included – an aspect valued by the students. Geoscience is rooted in raw data collected during practical investigations, notably fieldwork. A key skill is observation, so the OSL includes digital collections of minerals, rocks and fossils, as zoomable, high resolution images and 360° videos for the 3D perspective. The Virtual Microscope enables petrographic examination of thin sections using high-quality zoomable images, in both plane- and cross polarised light, with rotation of the sample for certain points of interest. There is a virtual field trip based in a multi-user virtual environment (MUVE), as well as an exercise on maps and landforms. Developed primarily for OU undergraduates, many of the assets in the OSL are being made more openly accessible, with free registration. We are developing partnerships with other universities and schools, both as users and contributors to further assets (e.g. thin section collections). We have also gathered feedback from several surveys of OU undergraduates, as well as external users. Feedback on the pedagogical aspects of the OSL is broadly positive, with some assets (e.g. the virtual microscope) garnering particular praise; respondents value the potential for interaction with experts but also desire an explicit connection to the materials’ original field context. However, technological issues at times present a barrier to learning – perhaps reflecting the high diversity of OU cohorts, especially in terms of their individual hardware, software and IT skills. Some students resent the time investment required to master specialised scientific software, though it could be argued that acquiring such IT skills is an essential part of practising modern science
Giving You back Control of Your Data: Digital Signing Practical Issues and the eCert Solution
As technologies develop rapidly, digital signing is commonly used in eDocument security. However, unaddressed issues exist. An eCertificate system represents the problem situation, and therefore is being used as case study, in a project called eCert, to research for the solution. This paper addresses these issues, explores the gap between current tools and the desired system, through analysis of the existing services and eCertificate use cases, and the identified requirements, thereby presenting an approach which solves the above problems. Preliminary results indicate that the recommendation from this research meets the design requirements, and could form the foundation of future study of solving digital signing issues
Learning Through Rich Environments
Research into games in education most frequently expresses itself in the form of noting that games interest and motivate, and that we might therefore find the learning process improved if we were to use games as a vehicle for the delivery of learning content. We do not wish to take this approach, but to analyse what it is that makes games interesting and motivating and apply this in the context of designing learning scenarios. Many papers propose taxonomies of game style and criteria for good game design, tending to list good ideas and observed issues, but meeting difficulties when trying to generalise. We review some of the more important contributions in the area, and distil these into models to help us understand what's involved by defining the concept of a “Rich Environment.” We conclude with an example of how these models may be applied to the design of a learning environment
Demystifying the Educational Benefits of Different Gaming Genres
As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work
Transparent authentication methodology in electronic education
In the context of on-line assessment in e-learning, a problem arises when a student taking an exam may wish to cheat by handing over personal credentials to someone else to take their place in an exam, Another problem is that there is no method for signing digital content as it is being produced in a computerized environment. Our proposed solution is to digitally sign the participant’s work by embedding voice samples in the transcript paper at regular intervals. In this investigation, we have demonstrated that a transparent stenographic methodology will provide an innovative and practical solution for achieving continuous authentication in an online educational environment by successful insertion and extraction of audio digital signatures
Demystifying the educational benefits of different gaming genres
As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work
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