Research

LKL Research Themes

Automating support for learning, collaboration and knowledge building

ResearchNew digital technologies and media are giving rise to increasing volumes and varieties of information, presenting new opportunities for learning and knowledge. We seek to make this information more useful by researching and developing techniques for managing, integrating and personalising it. We are designing, building and critically evaluating systems that help people to understand the mass of information that surrounds them, and to generate knowledge from this information. We seek to model and deploy the intelligence and knowledge that enables computing systems to provide personalised support to learners for the range of activities they engage in, individually or collaboratively.

 

Understanding how digital technologies and media affect educational practice, work, culture and society

ResearchWe are investigating and evaluating the cultural forms and modes of engagement between people and ideas that are fostered by the digital world, to understand the implications for formal and informal learning. We are designing technology and media-enhanced approaches to learning, including innovative uses of ambient, immersive and mobile technologies. We are exploring the differences between new and older media. We are analysing how children and adults use media in different contexts and how they learn in and from these new environments.

 

Developing innovative methodologies for investigation of the use and effect of digital technologies

ResearchTo optimise the use of digital technologies for learning, we are developing and applying methodologies which match the complexity of a field that must use the science of human learning in order to inform the design and evaluation of digital environments and systems.

 

 

 

Research Projects

  • A Course Resource Appraisal Model: Modelling teaching costs & learning benefits in blended teaching
  • A space travel games construction kit
  • An Interoperable and Cognitive Wireless Sensor Network
  • APT STAIRS
  • ASSIST
  • Augmented Reality
  • AutoMed
  • Behavioural genetics-inspired framework for learning
  • BioMap
  • Bridges London Conference 2006
  • Camcorder Cultures
  • CHICAM
  • Children's Playground Games and Songs in the New Media Age
  • Civicweb
  • Classification using Discernibility
  • Classification-based Search
  • Clustering for Large-scale Social Networks
  • CoMo: Supporting collaborative group work using mobile phones in distance education
  • Computational Logic of Euclidean Spaces
  • Cornerstone Maths
  • CPD of Postgraduate Medical Trainers' Technology Enhanced Learning Design Expertise
  • Data Integration in Dataspaces
  • Database Query Optimisation Under Uncertainty
  • Designing for technology-enhanced learning in museums
  • Designing Tangibles for Learning
  • Digital interventions for dyscalculia and low numeracy
  • Digital technology, learning and 'game formats'
  • e-Science Usability
  • e-Teacher
  • ECHOES
  • ECHOES II
  • Educaunet
  • Elluminate 2010 Center of Excellence
  • ePALS
  • Escalation
  • Evaluation of the Home Access Programme
  • ExODA: Integrating Description Logics and Database Technologies for Expressive Ontology-Based Data Access
  • Exploring a goal orientated approach to learner modelling and metacognitive software scaffolding
  • Finding and Summarizing Answers from Online Communities
  • Flexible Querying and Integration of Linked Data
  • Flexible Querying of Network-Structured Data
  • Flexible Querying of Semi-Structured Data
  • FLIP Learning (Flexible, Intelligent and Personalised Learning)
  • Foresight 2030
  • From Pedagogic Research to Embedded e-Learning: PREEL
  • Genetic Programming Representations for Complex Systems Modelling
  • GeoSciTeach
  • Homework
  • How I Learn How I Learn
  • iBand
  • iClass
  • ICT and Adult literacy and numeracy
  • Integrated Institutional Technologies for Learning, Teaching and Management
  • Intelligent Support for Mathematical Generalisation II
  • iSPIDER A Pilot Grid for Integrative Proteomics
  • iTalk2Learn: Talk, Tutor, Explore, Learn
  • ITL Research UK
  • Kaleidoscope
  • Learner voice and technology: 7 to 11
  • Learning Design Support Environment for Lecturers
  • Learning from Online Worlds; Teaching in Second Life
  • Learning Patterns
  • Learning Skills for Science (LSS): An Evaluation
  • Learning Technologies Unit
  • Learning to Innovate
  • LIBE: Supporting Lifelong Learning with Inquiry-Based Education
  • LifeLong Learning in London for All
  • LKL Maths-Art Seminars
  • Making Games
  • Making Playful Learning Visible
  • Maths teacher networks - an assessment of networks stimulated and supported by the NCETM
  • Meaningful mining and visualisation of data from RSS feeds
  • Mediappro
  • MediaRelate
  • Metafora: Learning to learn together
  • Micros in schools
  • MIDAS: Methodological Innovation in Digital Arts and Social Science
  • MiGen: Intelligent Support for Mathematical Generalisation
  • Mobile Learning for Formative Assessment & Reflective Practice in Postgraduate Medical Education
  • MODE: Multimodal methodologies for digital environments
  • Modelling of Self-Control
  • MoSAIC: Models for Synchronous Audiographic Interactive Conferencing
  • MyPlan
  • NEXT-TELL
  • Pedagogic Planner
  • Personalisation of Web Search Results
  • Pervasive Navigation
  • Philosophy of Technology Enhanced Learning
  • ProCeSS
  • ProCeSS Envelopes for Cement-based Stabilisation/ Solidification
  • Quality-driven Heterogenous Data Integration
  • Reliable XML Message Management for Web Services
  • ReMATH: Representing mathematics with digital media
  • Rhetorics of creativity: From theory to practice
  • Robust and Real-Time Event Detection in Wireless Sensor Networks (RED-WSN)
  • SCARLET - Scaffolding Rich Learning Experiences through Technology
  • ScratchMaths: Supporting Computational and Mathematical Thinking through Programming
  • Sensory Threads
  • Serious Games Engaging Training Solutions
  • Share-IT: School-Home Autism Research Environment through Intelligent Technologies
  • Snout
  • SPOT ON Project: Exploring new technology for embodied and kinaesthetic learning
  • SPOT Turtles: A Next-generation Approach for the Kinaesthetic Learning of Geometry
  • SUPERCOMET, SUPERCOMET 2 & MOSEM
  • Taking on the Teenagers
  • Teachers as Media Producers in Virtual Classrooms
  • Techno-mathematical Literacies in the Workplace
  • Textuality and video games Interactivity, narrative space and role play
  • The Learning Designer Building Community Knowledge
  • The museum, the exhibitions, and the visitors: Interactive digital communication
  • The place of distance education within the student lifeworld: a study of international distance lear
  • TQEF Projects
  • Training Community Health Workers in Kenya
  • Training young Adult's Regulation of emotions and Development of social Interaction Skills
  • Transport Information Monitoring Environment Event Architecture and Context Management
  • Ubicomp Navigation
  • VESEL: Village e-science for Life
  • Visitor-constructed museum trails
  • Weaving Communities of Practice
  • Web2.0 Technologies for Learning at Key stages 3 and 4
  • WebLabs: new representational infrastructures for e-learning