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活動消息 - 港大「無線學習平台啟用禮」暨「校際奧運常識問答比賽」

2008-07-07 09:58 by 班哲文
瀏覽:622

港大「無線學習平台啟用禮」暨「校際奧運常識問答比賽」

無線學習平台圖片  香港大學 (港大) 電機電子工程系將於下周二(7月8日)為其開發的「無線學習平台」(Mobile Learning Platform)舉行啟用典禮。透過「無線學習平台」這先進科技,預期能協助提升教與學的效率與素質。

學生可以使用不同的無線裝置(例如PDA電子手賬、無線電話或無線遊戲機),通過不同的網絡進入「無線學習平台」,隨時隨地學習及測試自己的學習進度;這 系統同時亦可協助教師跟進學生的學習成效,從而適當調整教學進度及課程內容。隨著四年制本科課程快將實施,課程內容將愈益廣闊,應用「無線學習平台」這普 及裝置作為教與學之用,將可讓更多學生能夠隨時隨地享受無線學習的樂趣。

為推動無線學習及慶祝2008年北京奧運,電機電子工程系將會緊接啟用典禮,舉辦「校際奧運常識問答比賽」,來自18間中、小學的逾百名學生將使用無線手提裝置,透過「無線學習平台」回答與奧運、馬術及港大有關的題目,進行校際大比拚。

「無線學習平台啟用典禮」暨「校際奧運常識問答比賽」,詳情如下: - 

日期: 2008年7月8日(星期二)
時間: 下午1:30至5:00
地點: 香港大學 黃麗松講堂

當天程序請閱校際奧運常識問答比賽附頁,當中有不少精彩環節,包括:-
■ 無線學習平台 (Mobile Learning Platform) 啟用禮
■ 啟動北京奧運倒數鐘 / 奧運開幕倒數最後750小時

資料來源: http://www.hku.hk/press/c_news_detail_5798.html

 

標籤: Mobile Learning Platform, 無線學習平台, 香港大學 (港大), 問答比賽, 無線學習 檢舉

教學實踐 - Mobile Learning at New Line Academy

2008-05-09 11:54 by 班哲文
瀏覽:557

This interesting video explores how mobile learning is playing a major role in raising levels of achievement at New Line Academy.

Download Title 

Reference:Localgovtv

 

 

http://www.localgov.tv/cgi-bin/details.pl?action=prog&id=356

 


標籤: Mobile Learning 檢舉

活動消息 - Inter-school mobile quiz contest

2008-05-08 17:23 by 班哲文
瀏覽:702
hku_eee_banner_news.gif
 
(http://www.eee.hku.hk/news/news_and_updates_mobilequiz.htm) 

Date: 2008.05.06 

    An Inter-school mobile quiz contest organized by the Department of Electrical and Electronic Engineering at Hong Kong University that aims to promote mobile learning as well as to celebrate the Beijing Olympic Games is now open to registration by schools.
Primary and secondary school students will be able to test their knowledge of the Olympics and about HKU, while also deepening their understanding of mobile learning through the contest.
The contest is scheduled on Tuesday, July 8, from 1.30pm to 5pm at Rayson Huang Theatre at HKU.
Each school can nominate four to six students and they will be required to answer a series of quizzes on mobile devices. The student who answers the most questions will be declared as the champion.
There are individual awards and accolades for schools as well.
Due to the limitations of space and portable devices, only 20 schools will be drawn and shortlisted for the contest. Shortlisted schools will be notified on 16May, 2008. Details will be announced to shortlisted schools once they complete online registration, which ends on 10May, 2008.
For inquiries, please contact:

Polly Leung   tel: 2857 8411   or
Dr Wilton Fok   tel: 2857 8490   Email: wtfok@eee.hku.hk
Website and Registration Portal: http://mlearning.eee.hku.hk/mobilequiz

thestandard_logo.gif  Resources: Dept of Electrical and Electronic Engineering, HKU

標籤: HKU, Department of Electrical and Electronic Engineering 檢舉

科技新知 - Learning through Quiz Games Delivered by Wireless Networks

17:14 by 班哲文
瀏覽:609

hku_eee_banner_news.gif
 

(http://www.eee.hku.hk/news/news_and_updates_TheStandard.htm)


Date: 2008.04.15

 


 

    A wireless mobile quiz system is set to be introduced by universities in Hong Kong for teaching and learning, using wireless and mobile devices in the future to cope with the rapid increase in students.

    The system includes a mobile quiz game portal, a WiFi based mobile quiz game platform server and an administration console portal.

    After registration, each user logs in the quiz game platform server via the WiFi network through the client interface already loaded onto their mobile phone. During the scheduled time, the quiz game server will push some relevant questions, possibly embedded with video clips, for the user to answer.

    Each user will be offered several options such as skipping one question or prolonging the time limit that will instantly double the amount of time, say 10 seconds, allowed for the current question.

    In each round, users who had given incorrect answers three times would be required to exit the game session. The server will only display the correct answer for each round only when all the answers are received from the registered mobile phone or timeout.

    Essentially, the WiFi-based mobile quiz game platform is a round-based game that requires data synchronization on the server side. In addition to the synchronous mode, the asynchronous mode is also feasible in which each individual player can participate in the quizzes anytime and anywhere, say taking the quizzes for revisions at leisure.

    With the small-sized data packets for the clients returned answers, our game server can be easily extended to handle hundreds of pre-registered users requests or above efficiently. This can help to demonstrate the timely performance of the WiFi network to transfer a large number of client data requests for any demanding mobile applications, including the quiz game system.

    Java 2 Micro Edition technology is used to build the mobile quiz system, which contains various game rooms running on a server machine that can be accessed through any J2ME-enabled mobile phones. Besides teaching and learning, the mobile quiz can also be used for online surveys, instant voting, or collecting feedback for any company or government organization.    

    New technologies such as wireless networks, the global positioning system, short message service and lately podcasting have been reshaping our daily lives, including the way we learn and interact with our environment.

    With the fast development of powerful handheld devices, including mobile phones, WiFi personal data assistants and ultra-mobile personal computers, the concept of learning anytime and anywhere is no longer scientific fiction.

    In fact, ever since the pioneering Dynabook Project started in the early 1970s, mobile learning has quickly evolved as a field with substantial growth encompassing many exciting development or research projects by various institutions to harness the unlimited learning opportunities offered to students and lifelong learners through portable technologies.

 

Dr Vincent Tam Wai-leuk is a teaching consultant with the Department of Electrical and Electronic Engineering at the University of Hong Kong

 

thestandard_logo.gif  Resources:  Dept of Electrical and Electronic Engineering, HKU

標籤: HKU, Department of Electrical and Electronic Engineering 檢舉

教學文章 - 行動學習與E-learning

2008-03-09 11:38 by 班哲文
瀏覽:571

行動學習的意義
行動學習就是透過無線通訊服務,學習者利用行動輔具進行數位化學習,也因為行動輔具帶來的行動,以讓學習者走出教室到戶外,不受任何時間、地點的限制,美國一大學校長Abbott.就曾說「Palm 的行
動科技可以讓我們越過教室的牆,延伸我們的學習。」(Harris, 2001)美國伊利諾州的Consolidated High School District 230 鼓勵並提供學生一個利用Palm 學習的環境,在校園中可看到學生手持Palm 和探針在池塘邊做實驗。這例子說明了行動輔具延伸了教室的空間,讓學生的教育更貼近生活。另外,PDA 對於師生來說,還具備下列特點(Curtis, 2002):

1. 可負擔(affordability)

價格較電腦便宜,基本型的PDA約100元美金左右,教師與學生比較能夠負擔。

2. 可攜性(portability)

PDA的重量體積輕巧,在教師與學生從事戶外研究時方便攜帶。

3. 應用廣(Versatility)

隨著PDA的日漸普及,許多軟、硬體開發廠商紛紛投入相關周邊模組的研發,使教師與學生能根據不同的學科領域與教學所需, 取得所需的應用軟體與硬體。對於行動學習的定義,廣義而言是可以在任何時間、任何地點、任何裝置上接受學習,謂之行動學習(Chabra & Figueiredo, 2002)。Quinn (2002)認為行動學習是透過行動載具來進行學習的行為,如Palm、WinCE、手機等。Harris(2001)則認為行動學習是行動技術和e- learning 的交會點,產生出一個任何時間、任何地點都可以學習的經驗,也就是透過PDA 或手機來享受學習的時刻,但不包括筆記型電腦,即使它是行動商務人士的重要幫手。Bekkestua(2003)進一步指出,認為行動學習是學習在行動裝 置的輔助下,可以在任何時間地點發生著,這裝置必須是要能夠呈現出學習的內容,並且在師生間提供雙向的無線溝通管道。Lehner 和Nosekabel(2002)的定義可說是以上的歸納:行動學習是透過任何不受時間限制與地點限制的服務或設備,提供學習者數位化資訊與教材,並協助 學習者取得知識,只要符合此定義的學習活動,都屬於行動學習的範疇。

行動學習的教學
行動學習與E-learning 同屬將資訊科技融入於教學活動,同樣打破了時空的差異性,同樣透過數位化的教材輔助教學,但教學媒體和學習輔具的改變,使得行動學習與E- learning 仍存在許多的差異性。因此對於行動載具帶來的影響,必須重新考量教學活動的設計,針對行動學習對教學情境帶來的改變與影響,研究者根據文獻整理出下列五點 必要考量的因素:

1. 學習場所

對學習者而言,教室不再是唯一的學習場所,行動性讓學生更貼近學習場景,以更自然的方式學習知識,同時體驗行動科技輔助的 學習模式,刺激其學習動機,並與同儕社會互動;對教師而言,必須思考如何引領學生主動學習與引發學習動機,嘗試如何利用行動科技的輔助設計教學策略,協助 學生與所處的場景互動。

2. 硬體設備

不同的學習輔具,其硬體功能也多有不同,學習輔具的重量、螢幕可視範圍、待機時間、價格、可支援的網路頻寬等因素都會影響教學時的應用模式,例如:電池的待機時間影響教學活動時間的長短,教師於規劃教案內容時需考慮電池的負載時間;可支援的媒體格式不同,
會影響教材與教學活動的設計,能支援的媒體愈少,應用的教學情境因而愈受到限制。

3. 網路環境

學生利用行動載具學習的歷程可上傳至資料庫,回家後可再下載觀看,進一步診斷自己的學習成效,而且PC 的大螢幕也較方便學生長時間的閱讀。因此,傳統既有的資訊架構與行動學習輔具應屬相輔相成的關係。

4. 學習輔具

單一學習輔具應用於教學活動時,可縮短學習者熟悉操作環境的時間,但多種學習輔具搭配應用時,也可發揮其各司其職的效用,如:PDA 搭配手機的架構下,PDA 為教材內容的閱讀工具,手機則提供上網取得學習資源或是收發電子郵件,是與教師互動時的傳輸媒介。

5. 互動模式

行動學習有別於傳統教室環境的學習,學習者可產生更多的互動模式。就教學環境而言,學習者可以利用輔具與教師互動,構成 Client-Server 互動架構;與同儕互動部分,可分成一對一(point-to-point)與一對多(point-to-multipoint)兩種模式,更可和教學情 境、不同的教學輔具、不同的課程內容進行互動。

 

標籤: 移動學習, Mobile Learning 檢舉




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