Testing in the digital age brings a new vision on test engineering, using new quality attributes that tackle intelligent machines and a roadmap split up in fi ve hops. With everything digital there are more possibilities for test automation and piles of (test) data growing out of control. Working together with robots (cobotics), using artifi cial intelligence in testing and eventually predict the occurrence of defects brings your testing to the digital age. We have interviewed companies on their view of digital testing. A glossary brings an extensive list of terms that supports you in all your test communications.
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
This book is the first to explore the big question of how assessment can be refreshed and redesigned in an evolving digital landscape. There are many exciting possibilities for assessments that contribute dynamically to learning. However, the interface between assessment and technology is limited. Often, assessment designers do not take advantage of digital opportunities. Equally, digital innovators sometimes draw from models of higher education assessment that are no longer best practice. This gap in thinking presents an opportunity to consider how technology might best contribute to mainstream assessment practice. Internationally recognised experts provide a deep and unique consideration of assessment’s contribution to the technology-mediated higher education sector. The treatment of assessment is contemporary and spans notions of ‘assessment for learning’, measurement and the roles of peer and self within assessment. Likewise the view of educational technology is broad and includes gaming, learning analytics and new media. The intersection of these two worlds provides opportunities, dilemmas and exemplars. This book serves as a reference for best practice and also guides future thinking about new ways of conceptualising, designing and implementing assessment.
“By deconstructing learning science and making the connection to technology, Hess and Saxberg have outlined key strategies for school leaders as they work to transform traditional practices in schools. Whether it is whole-school reform or targeted interventions, principals will be motivated to rethink or‘re-engineer’ the use of technology to optimize teaching and learning.” —Gail Connelly, Executive Director National Association of Elementary School Principals.
Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.
This book highlights new scientific research about how people learn, including interdisciplinary perspectives from neuroscience, the social, cognitive and behavioural sciences, education, computer and information sciences, artificial intelligence/machine learning, and engineering.
Provides a framework to help teachers connect brain-compatible learning, multiple intelligences, and the Internet to help students learn and understand critical concepts.
Adult learners have more options for enrolling in postsecondary education than ever before, and they are able to use their learning style preference in deciding which program best meets their needs. For some of these students, those programs are fully online, and for others, there is minimal use of technology. As technology grows and become more integrated into individual lives, the unique learning styles and preferences of adults need to learn to be incorporated into instructional design. Drawing on a regional sample of US colleges, 545 adult learners in a graduate programs were surveyed about how to effectively build community in their online classes. Results indicated some agreement with these instructional tools. Mature adult learners, however, were found to have stronger agreement with strategies that included work outside of the formal online class. These results suggest perhaps a greater comfort for adults in working in spaces where there is less likelihood of being judged or graded, and that they might value relational work with other students in different ways than younger adults.
Moving beyond the ‘Web 2.0’ and ‘digital native’ rhetoric, this book addresses the complex experiences of learners of English as a foreign language (EFL) in a world embedded with interactive and participatory technologies. Adopting a sociocultural perspective, it investigates EFL learners’ behaviours concerning digital technology, and guides exploration into their contextually mediated choices and learning practices in the ‘2.0’ era. The argument is developed on the basis of the findings of a mixed sequential study that focused on 1485 Chinese undergraduates’ use and non-use of online tools and applications outside the English classroom. Particular attention is paid to the role of context and agency when understanding their learning choices and behaviours in the context of digital technology. In particular, the book acknowledges the explanatory power of agency in the minority instances of ‘good practices’ among these EFL learners. At the same time it demonstrates that for most learners, use of the current web is limited and mostly non-interactive. The barriers to ‘2.0’ transfer are largely contextual and the so-called ‘communicative opportunities’ and ‘participatory culture’ in particular did not fit into the learners’ sociocultural context of (language) learning. Overall, the compelling argument proposes that the technology-facilitated changes in EFL practices are a ‘bottom up’ process that is taking place in day-to-day situations and constrained by the learning context within which the learner is situated. Based on these arguments, the book provides a framework that challenges the existing beliefs about (language) learning with online technology, and that contributes to our understanding of how context mediates EFL learners’ behaviours surrounding digital technologies. It is a valuable resource for teachers, researchers and policy makers, providing them with insights into using digital technology to stimulate ‘good learning practices’ outside the classroom.
How do we intentionally design physical environments for language learning and teaching? How can we build spaces that are inclusive, accessible, safe and equitable? While the Covid-19 pandemic has advanced notions of online education, it has also revealed the benefits and affordances of human-to-human interaction in physical learning spaces. This book explores the design of physical spaces intended for language learning specifically. From residential learning spaces to active classrooms, from social and experiential spaces to zoom rooms and language centers, from mobile community-based learning to hybrid makerspaces, language learners and educators have more choices than ever regarding their possible learning environments. Changing pedagogies and new technologies provide ever more alternatives to the normalized technology of the classroom. With a focus on creating new awareness of the affordances and benefits of physical spaces as active agents in the language learning and teaching processes, this book takes a practical approach to introduce readers without any prior knowledge of design or architecture to the topic. As language learning spaces need to consider stakeholders from diverse cultures, Felix Kronenberg provides examples from language centers around the world, including Asia, Europe and the United States. Readers will learn how to conceptualize and create supportive, resilient, flexible, inclusive, accessible, affordable, sustainable, and safe physical learning spaces. The book is an interdisciplinary introduction to this emerging field, drawing from research in disciplines such as architecture, learning spaces design, second language acquisition, pedagogy, history, and sociology.