Not Signed-In
Which clippings match 'Quiz' keyword pg.1 of 1
04 DECEMBER 2010

e-learning 1.0: LMSs, VLEs, e-portfolios

"the dominant learning technology employed today is a type of system that organizes and delivers online courses – the learning management system (LMS). This piece of [e–learning 1.0] software has become almost ubiquitous in the learning environment; companies such as WebCT, Blackboard, and Desire2Learn have installed products at thousands of universities and colleges and are used by tens of thousands of instructors and students. The learning management system takes learning content and organizes it in a standard way, as a course divided into modules and lessons, supported with quizzes, tests and discussions, and in many systems today, integrated into the college or university's student information system."

(Stephen Downes, 17 October 2005)

Downes, S. (17 October 2005). "E–learning 2.0." eLearn Magazine, an Association for Computing Machinery, Inc. publication.


2005 • ACM eLearn Magazine • Assessment 2.0blackboardCanadacollege • Computer-Based Learning • content • corporate training • Desire2Learndiscussion forumdistance educationdistance learninge-learning • e-learning 1.0 • e-learning 2.0e-portfolioeducationeducation technologyinformation system • instructor • knowledge management • learning content • learning environmentLearning Management Systemlearning technology • lessons • LMSmodulesNational Research Council of Canadaonline coursesonline educationonline learning • performance support • quizsoftwareStephen Downesstudenttechnologytesttrainingtransmission model of communicationuniversityVLEWebCT


Simon Perkins
08 DECEMBER 2008

Empowering Children as Participants in Designing Resilience Strengthening Online Tools

"As young people take up digital media to gather information, explore ideas, and support their social interaction, educators are harnessing its potential for health promotion. In the field of mental health, a range of interactive games, quizzes and online activities has been developed. Visual and interaction design plays a vital role in determining their appeal, levels of engagement and so, ultimately, their efficacy. Just as the content of such tools is typically seen as the domain of health education experts, the interface and interaction design is usually developed in collaborating with IT specialists, with user participation limited to trials of the prototypes. In this Visualising Resilience Project, an alternative approach has been taken. A Participatory Design methodology has been used to engage children in designing interactive tools to promote resilience. As co–designers, children have been involved in defining resilience, and co–determining the goals and interactivity of the tools. It is our long–term objective to investigate whether this user–centered approach influences the uptake, engagement and efficacy of the tools, but as the project has unfolded, we have identified a concomitant advantage of the Participatory Design process. Children have reported a greater understanding of, and capacity for, resilience as a result of participating in the design workshops. This paper reports on the Participatory Design process as a case study. It shows that children as participant designers not only contribute effectively to the design process, but that participation in itself can achieve significant benefits for the young designers."
(Oksana Zelenko, AARE 2008)

Zelenko, Oksana and Hamilton, Jillian G. (2008) Empowering children as participants in designing resilience strengthening online tools. In: ED–Media 2008–World Conference on Educational Multimedia, Hypermedia & Telecommunications, June 30–July 4, 2008., Austria.


2008 • AARE 2008 • childrencollaborationcounsellingdigital mediaeducationengagementgameshealthinteraction design • interactive tools • mental healthOksana Zelenko • online tools • participation • participatory design • participatory learningpedagogyquizsocial constructionismsocial interactiontechnology • visual and interaction design • Visualising Resilience Project • young people


Simon Perkins
17 NOVEMBER 2008

Youniverse: another social networking application

[Another social networking application. This one uses a visual 'test' to define your personality and potential compatibility.]



belongingcommunicationcommunitycultural codescultural signalsdesign formalismdiscontinuedDNAICT • Imagini • individualityinformation architectureinformation designinnovationjoinlinkmatchmembershipparticipation • preference • quizsocial interactionsocial softwaretechnology • VisualDNA • Youniverse


Simon Perkins
19 OCTOBER 2008

Information Aesthetics

"Information Aesthetics is designed and maintained by Andrew Vande Moere, a Senior Lecturer at the Design Lab (previously called the Key Centre of Design Computing and Cognition), at the Faculty of Architecture, Design and Planning of the University of Sydney, Australia. His research interests include data visualization and visual design (obviously), from normal screen–based interfaces over 'media architecture' to more explorative, artistic and wearable applications. His teaching comprises interaction design, physical/wearable computing and 3D real–time multimedia."

(Andrew Vande Moere)



Simon Perkins
30 APRIL 2005

Visual Ideology: politics of visual language

"As graphic designers we often use the power of image to persuade, convince, reveal or to construct a contextual stage for messages. A great deal of research and consideration goes into this process of deciding what type of imagery will best convey our ideas. As visual thinkers we are accustomed to deciphering the distinctions created by color, form, scale, etc. By cropping away information or altering an images color we can more effectively represent our ideas. All of this, of course, assumes our decisions are correct, that they will elicit from the audience the desired response. But how often do we evaluate these visual decisions after the creative process has concluded? What happens to our work after it is released for public consumption?

In regard to politics the use of image is used to associate personalities with issues, display concern or patriotism and of course create negative associations as well. Notice the recent trend of political speeches in front of a backdrop of issue words or phrases such a 'economic growth' or 'healthcare.' How well do these efforts succeed? More importantly, how visually literate is the general public in terms of detecting and interpreting what they see?

Visual Ideology is an effort to raise awareness to the use of images in messaging. Given the choice, what images would the general public associate with specific ideas or words? How can one image be more meaningful than another similar image? This project asks viewers to to make decisions as to images that best represent their visual definition of political terms or ideas. During this process it is hoped that viewers will begin to develop a better understanding of how visual imagery can influence meaning. By placing the responsibility of making these visual decisions with the viewer they get to experience a part of graphic design. As graphic designers, we get to see how self defined political personalities might be visually represented. Though not necessarily a ideological map, this project will hopefully offer some insight as to how differing political personalities interpret visual information."



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