Search results for " learning environments"

showing 10 items of 24 documents

University Teachers’ Conceptions of Their Role as Developers of Technology-Rich Learning Environments

2017

This phenomenographic study examines how a diverse group of university teachers conceptualised their role as developers of technology-rich learning environments at one university in Finland. The research findings illustrate a variety of conceptions. Five qualitatively different ways of understanding teachers’ roles regarding the development of technology-rich learning environments were found: 1) innovator, 2) early adopter, 3) adaptive, 4) sceptic and 5) late adopter. In order to connect the whole set of interconnected roles to a theory of change, Everett Rogers’ innovation diffusion theory was exploited in the last phase of analysis. Finally, hierarchically structured categories were creat…

060201 languages & linguisticsta113oppimisympäristöteachersphenomenography05 social sciencesUniversity teachers050301 education06 humanities and the artsopettajattechnology-rich learning environments0602 languages and literaturePedagogyMathematics educationteknologiata516Sociologyconceptionfenomenografia0503 educationyliopistotuniversities
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Problem Space Identification for Developing Virtual Reality Learning Environments

2021

Our study argues that the extant literature on virtual reality-based learning environments (VRLEs) currently lacks proper definitions and context descriptions for a problem space, which is fundamental for conducting design science research (DSR). Without properly conducted problem space identification, the most pivotal problems cannot be identified resulting solutions lacking validity and unreliable evaluations. This is a major challenge for the DSR in the educational field, but also for the research on VRLEs. The purpose of this paper is to introduce a novel DSR method to support rigorous problem space identification, which would allow rigorous and profound problem space analysis. The inst…

4112 ForestrykoulutusteknologiaComputer scienceDesign-based researchkehittämistutkimuseducational design research02 engineering and technologyVirtual realityEducational design researchvirtual reality learning environmentsvirtuaalitodellisuus03 medical and health sciencesIdentification (information)0302 clinical medicineHuman–computer interactiondesign science research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing030212 general & internal medicineDesign science research512 Business and Managementdesign based research1172 Environmental sciencesProblem space
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Classroom Orchestration: Balancing between Personal and Collaborative Learning Processes

2014

The nature of vocational education needs has changed. In authentic vocational classroom contexts, there is a rising need to develop new ways to integrate ongoing and overlapping processes of students' personal learning environments and collaborative knowledge construction. However, there is currently very little knowledge about how teachers integrate these two approaches in arranging learning. This creates new challenges for teachers when creating instructional activities, especially regarding teacher-student interactions. This case study illuminates teachers' instructional activities in empowering the students' knowledge construction in a technology-enhanced learning setting. The results s…

Cooperative learningOrchestrating learningEducational technologyCollaborative learningOpen learningExperiential learningComputer Science ApplicationsEducationComputer-supported collaborative learning (CSCL)Adult educationProfessional learning communityQualitative researchActive learningPedagogyComputingMilieux_COMPUTERSANDEDUCATIONTeachers' instructional activitiesta516Personal learning environments (PLE)PsychologyVocational learningInternational Journal of Virtual and Personal Learning Environments
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The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling

2018

The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…

Cooperative learningoppimisympäristömedia_common.quotation_subjectproblem-focused educationExperiential learningdigital storytellingLiteracyEducationkontekstuaalisuuspelillistäminen3D virtual learning environmentsPedagogyNarrativemedia_commonDigital storytellingongelmalähtöinen oppiminen05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTINGmulti-user virtual environments050301 educationlibraryimmersive learning environmentsGamificationComputer Science ApplicationsMedia- ja viestintätieteet - Media and communicationssecond lifekirjastotperuskoulu3D Virtual Immersive Learning Environments0509 other social sciences050904 information & library sciencesPsychology0503 educationEducational programStorytelling
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Co-evolution between trust in teachers and higher education toward digitally-rich learning environments

2017

Based on a powerful notion that the quality of higher education is crucial for innovation in digital economy and that such quality is subject to a conception of trust in teachers to deliver good education and advancement of information and communication technology (ICT), the dynamism of co-evolution between them was analyzed. Using a unique dataset representing the above system consisting of the rate of trust in teachers providing good education in the context of quality of education and their social status, of the level of higher education and the state of ICT advancement toward digitally-rich learning environments, an empirical numerical analysis of 20 countries was attempted. These count…

EngineeringKnowledge managementSociology and Political ScienceHigher education020209 energymedia_common.quotation_subjectsulautuva opetusHuman Factors and ErgonomicsContext (language use)02 engineering and technologyBusiness modelEducation0502 economics and business0202 electrical engineering electronic engineering information engineeringta516Quality (business)pedagogical loveDynamismDigital economyBusiness and International Managementmedia_commonta113education productivity paradoxbusiness.industry05 social sciencesblended learningPublic relationsdigitally-rich learning environmentsBlended learningtrust in teachersInformation and Communications Technologyun-captured GDPbusiness050203 business & managementTechnology in Society
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Game Mechanics in the Design of a Collaborative 3D Serious Game

2014

Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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Epistemic cooperation scripts in online learning environments: Fostering learning by reducing uncertainty in discourse?

2005

Using online learning environments in higher education offers innovative possibilities to support collaborative learning. However, online learning creates new kinds of problems for participants who have not previously worked with each other. One of these problems is uncertainty which occurs when participants do not know each other. According to the uncertainty reduction theory, low uncertainty level increases the amount of discourse and decreases the amount of information seeking. Therefore, uncertainty may influence online discourse and learning. This study investigates the effects of an epistemic cooperation script with respect to the amount of discourse, information seeking and learning …

Higher educationbusiness.industryInformation seekingonline learning environments[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/Educationcooperation scriptsCollaborative learninginformation seekingExperiential learningEpistemologySynchronous learningHuman-Computer InteractionArts and Humanities (miscellaneous)[INFO.EIAH] Computer Science [cs]/Technology for Human LearningActive learninguncertainty reduction theory[INFO.EIAH]Computer Science [cs]/Technology for Human LearningbusinessPsychologyGeneral PsychologyInformation exchangeUncertainty reduction theoryamount of discourse
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WRITTEN REFLECTION AS A “MOVEMENT” IN A QUALITY SERVICE-LEARNING PROCESS

2023

Nowadays, Service Learning (SL) is considered as a form of experiential education. This perspective is based on the recognition and enhancement of experience as an ordering criterion of teaching and learning methods. In these terms, learning offers students the opportunity to experience a deeper understanding of personal competences. Thus, the central element of the SL is the link between personal and interpersonal development with cognitive development and the curricular path. Investing in authentic conditions of subjectivity and consequently promoting the production of significant knowledge towards research parameters encompass the possibility of collaborating and interacting with a plura…

Learning experience learning environments service learning written reflection self-direction.
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Open educational resources repositories literature review – Towards a comprehensive quality approaches framework

2015

Display Omitted A comprehensive literature review on learning object repositories (LOR) quality approaches.Most cited quality approaches are "peer reviews" and "recommendation systems".User-generated, collaborative, quality instruments are favored for their sustainability.Main result is a Quality approach framework for LOR design. Today, Open Educational Resources (OER) are commonly stored, used, adapted, remixed and shared within Learning object repositories (LORs) which have recently started expanding their design to support collaborative teaching and learning. As numbers of OER available freely keep on growing, many LORs struggle to find sustainable business models and get the users' att…

Literature reviewSustainable business modelslaadunvarmistusKnowledge managementbusiness.industryComputer sciencemedia_common.quotation_subjectLearning objectCollaborative learningRecommender systemComputer supported collaborative learningOpen educational resourcesCollaborative learning environmentsavoimet oppimateriaalitHuman-Computer InteractionArts and Humanities (miscellaneous)Learning object repositoriesComputer-supported collaborative learningQuality (business)businessQuality assuranceGeneral Psychologymedia_commonComputers in Human Behavior
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Sunny Island. An Interactive Learning Environment to Promote Systems Thinking Education for Primary School Students

2017

To make the process of learning easier for students, schoolteachers are increasingly using Interactive Learning Environments (ILEs) in classrooms. The paper presents a system dynamics-based ILE called Sunny Island. The ILE has been designed to promote Systems Thinking (ST) education for primary school students. Through a funny fantasy tale - described in detail in a book that accompanies the ILE - students have the opportunity to discover and become familiar with the basic principles of ST, such as feedback, positive and negative causal influences, limits to growth, short and long term effects, counterintuitive behaviors, causes of policy resistances and dynamic complexity. The proposed ILE…

Process (engineering)Systems Thinking0211 other engineering and technologies02 engineering and technologyInteractive LearningPedagogyMathematics educationTrainingSettore M-PSI/06 - Psicologia Del Lavoro E Delle OrganizzazioniInteractive learning environments; Systems Thinking; Sytem Dynamics; Schoolteachers; Students; Training; Educational technologyGeneral Materials ScienceSystems thinkingFantasySytem Dynamic05 social sciencesCounterintuitiveEducational technology050301 education021107 urban & regional planningInteractive learning environmentSchoolteacherTest (assessment)Educational technologyStudentPsychology0503 educationStudioProcedia - Social and Behavioral Sciences
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