Search results for " Learning environment"

showing 10 items of 97 documents

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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Ant Colony Models for a Virtual Educational Environment Based on a Multi-Agent System

2008

We have designed a virtual learning environment where students interact through their computers and with the software agents in order to achieve a common educational goal. The Multi-Agent System (MAS) consisting of autonomous, cognitive and social agents communicating by messages is used to provide a group decision support system for the learning environment. Learning objects are distributed in a network and have different weights in function of their relevance to a specific educational goal. The relevance of a learning object can change in time; it is affected by students', agents' and teachers' evaluation. We have used an ant colony behavior model for the agents that play the role of a tu…

Decision support systemKnowledge managementComputer sciencebusiness.industryMulti-agent systemLearning environmentLearning objectComputingMethodologies_ARTIFICIALINTELLIGENCERobot learningSoftware agentHuman–computer interactionComputingMilieux_COMPUTERSANDEDUCATIONVirtual learning environmentbusinessInstructional simulation
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Learning about Dynamic Problems with Computer Simulators: A Case of System Dynamics Simulation Models

2008

A vast body of research shows that people by and large fail to understand and manage dynamic environments. Given the increasing complexity of our world, there is an urgent need to develop more effective ways to present dynamic problems. Many studies propose computer simulators as virtual learning environments to help people understand and manage complex problems. Still, experimental data show that simulators often carry problems from reality into the virtual laboratory. An analysis from the perspective of cognitive load theory suggests that learning about complex problems could be improved by enhancing descriptions with simulation elements that would facilitate interactive exploration of th…

Dynamic problemHuman–computer interactionVirtual machineComputer scienceVirtual LaboratoryVirtual learning environmentcomputer.software_genrecomputerJava appletCognitive loadTechnology managementSystem dynamics2008 Eighth IEEE International Conference on Advanced Learning Technologies
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Bhaskar’s Theory of Publishing and Its Contribution to Theorizing (Evolving New Forms of) Educational Media

2021

Enterprises which are usually categorized as educational publishers increasingly develop and market products like learning platforms. Such products are at least to a considerable extent pieces of software rather than products based on content in the sense of texts, images, and maybe moving images or sounds (which typically constitute products of the media industries). Michael Bhaskar’s The Content Machine. Towards a Theory of Publishing (2013) represents one of the most comprehensive theoretical approaches to publishing in recent years. This contribution discusses, how far products like learning platforms can be described as results of acts of (educational) publishing or can be considered (…

Educational mediaSoftwarePoint (typography)Publishingbusiness.industryPerspective (graphical)Virtual learning environmentSociologybusinessContent (Freudian dream analysis)Epistemology
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2019

This article analyses the design, implementation, and evaluation of a nation-wide project to create a common digital solution for university teaching staff’s pedagogical training in Finland. During three years, eight universities collaborated in developing an online learning platform called UNIPS, the University Pedagogical Support system. The areas to develop were A) a learning platform based on technical design principles, B) pedagogical principles, and C) broadening the scope of offered studies. The results have been promising. With a carefully planned timetable, all participating universities were able to produce, test, and offer UNIPS modules in collaboration with other universities …

EngineeringHigher educationScope (project management)business.industryProcess (engineering)05 social sciences050301 education050105 experimental psychologyEducationTest (assessment)Digital learning environmentEngineering managementVirtual learning environment0501 psychology and cognitive sciencesUniversity teachingbusinessEngineering design process0503 educationInternational Journal of Learning, Teaching and Educational Research
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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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Moderating Role of Gender in the Performance of Moodle Questionnaires in an Introductory Accounting Course

2016

Abstract The purpose of this paper is to present the results of Moodle questionnaires in an introductory Accounting Course taught in the University of Valencia. This learning platform is new for our University so there is a need to create new resources and plan how to use them in the continuous assessment system. The teacher developed eight questionnaires and assigned 10% of the final mark to the performance of students in these questionnaires. This pioneer experience was carried out in a group of 53 students, 46 of which followed this methodology. Our results show that gender is significantly associated to this fact, i.e. women tend to participate more in this activity and the final exam m…

Engineeringbusiness.industry05 social scienceseducationaccounting050301 educationAccounting050201 accountingquestionnairesgender.Continuous assessmentMoodle0502 economics and businessVirtual learning environmentGeneral Materials Sciencebusiness0503 educationProcedia - Social and Behavioral Sciences
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An Application of Ant Colony Optimization to Decision Making on Affective Virtual Entities

2007

Learning is a never ending activity for humans; it takes place everywhere and even when we do not realize. However, current learning environments make students deal with lectures, mostly associated with low control of the situation and implicit motivation. In contrast, previous researches have shown that sports, games or hobbies are activities that make people reach optimal experiences where self-motivation, control of the situation, high level of concentration and enjoyment are present. Some current efforts to design next generation of learning environments make use of ubiquitous systems to encourage students to perform learning activities everywhere and at anytime. However, those approach…

EntertainmentUbiquitous systemsUbiquitous computingMultimediaComputer scienceAnt colony optimization algorithmsControl (management)Augmented realityUbiquitous learning environmentComputer aided instructioncomputer.software_genrecomputerNinth International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC 2007)
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ACTIVE LEARNING METHODS IN STUDIES: STUDENTS’ OPINIONS AND EXPERIENCES

2021

Rapid changes in education and pedagogy are related not only to the global crisis caused by COVID-19, but also to other changes determined by globalization and technological convergence—labour mobility, changes in different professions and changes in teacher–student relations—that are also affected by intergenerational differences. Changes in the pedagogical paradigm, which are included in the content of the Paris Communiqué (2018) and outlined in many important educational development and planning documents, emphasise students’ transition from being mere recipients of information to being participants actively engaged with new information in a learning environment. Following the identifica…

EnthusiasmHigher educationbusiness.industryLearning environmentmedia_common.quotation_subjectTeaching methodFocus groupActive learningMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONStudent-centred learningActive learning Active learning methods Learning environment Student-centred learningbusinessPsychologyErasmus+media_commonSOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference
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Developing a Pedagogical Framework and Design Principles for STEM Learning Environment Design

2020

The need for effective and attractive learning environments (LEs) for science, technology, engineering, and mathematics (STEM) has been internationally recognized. Additionally, the connection between STEM learning and cross-curricular skills such as creativity, innovation, and entrepreneurship has garnered attention. A deep theoretical and empirical understanding is required when designing STEM LEs. In this study, a pedagogical framework for STEM LEs has been developed based on feedback from students, aged 10–18 years old, teachers, school directors, parents, and STEM professionals, and supported by the literature. First, representatives of key stakeholder groups in Belarus, Finland, Germa…

Entrepreneurshipoppimisympäristömedia_common.quotation_subjectReflective practiceDesign elements and principles050109 social psychologyLevel designpedagogical frameworkpedagogical design principlesStem learningtekniikka (tieteet)Mathematics educationComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesmedia_commonco-design learning environmentmatematiikka4. Education05 social sciencesStakeholder050301 educationtiedeSTEMCreativityFocus grouppedagoginen suunnittelufocus group0503 education
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