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This paper reports on teachers’ perceptions of the educational affordances of a handheld application called Participatory Simulations. It presents evidence from five cases representing each of the populations who work with these computational tools. Evidence across multiple data sources yield similar results to previous research evaluations of handheld activities with respect to enhancing motivation, engagement and self-directed learning. Three additional themes are discussed that provide insight into understanding curricular applicability of Participatory Simulations that suggest a new take on ubiquitous and accessible mobile computing. These themes generally point to the multiple layers of social and cognitive flexibility intrinsic to their design: ease of adaptation to subject-matter content knowledge and curricular integration; facility in attending to teacher-individualized goals; and encouraging the adoption of learner-centered strategies.  相似文献   
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INTRODUCTION Video streaming service nowadays enjoys ex- plosive adoptions over all kinds of underlying net- works. To enjoy the freedom of tether-less connection over the wireless local area network (WLAN), we need to overcome many challenges of unstable wire- less channel due to fading, interference and so on. The scarce and fluctuating available bandwidth (together with time-varying delays and random/burst losses) can cause the video quality at the streaming client to be seriously deg…  相似文献   
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With the advancement of Internet communication technologies, distributed work groups have great potential for remote collaboration and use of collective knowledge. Adopting the Complex Adaptive System (CAS) perspective (McGrath, Arrow, & Berdhal, Personal Soc Psychol Rev 4 (2000) 95), which views virtual learning teams as an adaptive and self-organizing entity, this study examined group development processes of seven intact virtual learning teams over 12 weeks using the multiple case study design. Content analysis revealed seven temporal group development phases: orientation, scheduling, exploration, work and decision, progress check and evaluation, refinement and formatting, and termination. The development pattern of each virtual learning team could be described as either Linear Progression, a straight movement through those phases, or Adaptive Progression, a backward movement to a previous phase for adaptation before proceeding. We also identify the factors that caused each team to develop in one way or the other and conclude with the implications of conceptualizing virtual teams as a CAS.  相似文献   
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The research reported in this study concerns older adults from Australia who voluntarily chose to learn the craft of woodturning. The paper examines the literature of adult learning under the themes of presage factors, the learning environment, instructional methods, and techniques for facilitators. The paper then reports on the analysis of two sections of a questionnaire completed by 123 respondents: the first on motivation to learn and the second on learning strategies. The older learners reported using both intrinsic and extrinsic motivation, with intrinsic motivation constructed of both general and specific elements. There were four main learning strategies used: actively seeking knowledge, independent learning, dependent learning, and passively seeking knowledge.  相似文献   
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