Search results for " Learning environment"

showing 10 items of 97 documents

Role of the Online Tutor in Establishing Social Presence in Asynchronous Text-Based Collaborative Learning Environments

2017

The main objective of this paper is to provide a better understanding of the online tutor’s role in establishing and maintaining the feeling of social presence among the participants in asynchronous text-based collaborative learning environments. The context of the study is a distributed online course involving groups of participants who do not have a shared history of working together. The data were collected from a student survey and follow-up interviews. The study shows how the online tutor’s facilitation in such environments is crucial, and several practical implications for online tutors are presented. In addition, complementing the asynchronous text-based learning platform with synchr…

MultimediaComputer sciencemedia_common.quotation_subject05 social sciences050301 educationCommon groundOnline tutoring050109 social psychologyCollaborative learningContext (language use)computer.software_genreFeelingAsynchronous communicationComputingMilieux_COMPUTERSANDEDUCATIONVirtual learning environment0501 psychology and cognitive sciencesTUTOR0503 educationcomputermedia_commoncomputer.programming_language
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Unificación de enseñanzas relacionadas con el Tratamiento Digital de Señales en la Universitat de València

2011

Teaching Digital Signal Processing (DSP) at the University of Valencia takes place in several subjects with a great overlap in contents. This work proposes an approach to unify DSP contents, so that it is possible to extract the contents corresponding with each subject. Moreover, the proposal is based on a repository that contains the common contents; the repository is hosted on a virtual learning environment, being Moodle and DotLRN the two platforms under study. The final implemented solution consists in an HTMLrepository formed by a number of basic teaching units. These basic units are packaged in a standard IMS-CP format, making up the materials of the different subjects.

Multimediabusiness.industryComputer scienceSubject (documents)computer.software_genre:MATEMÁTICAS [UNESCO]tecnologías de la información y la comunicación; educación;tecnologías de la información y la comunicaciónVirtual learning environmenteducaciónbusinessTratamiento Digital de Señales aprendizaje en línea DotLRN Moodle Aula Virtual IMS-CP.computerDigital signal processingUNESCO::MATEMÁTICAS@tic. revista d'innovació educativa
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JamMo - Developmentally designed software for children’s mobile music-making

2009

Mobile learning is one of the most recent branches in educational research. In contrast to traditional classroom learning, mobile learning extends outside the classroom, allowing mobility and flexible interaction between formal and informal learning. Up to this date, only few music based mobile applications have been developed for educational purposes and especially for young children. In the present study, software JamMo will be designed for Nokia N810 Internet tablet. JamMo aims at child-centred, intelligent musical engineering and pedagogical design of stand-alone, ad hoc and networked creative music making. It is targeted to 3–12-year-old children including those with moderate learning …

Musical developmentCreative music-making softwareMobile learning environment
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Destination Governance at Stake: Fostering Policy Coordination Among Decision-Makers of a Small Town

2018

This research aims to foster small-town decision-makers’ awareness of policy coordination as a central issue in either implementing collaborative governance and designing tourism development policies. To this end, a System Dynamics-based Interactive Learning Environment (ILE) has been designed with the intent of challenging decision-makers to increase tourism in the small town, while managing trade-offs among individualistic vs. collaborative behaviour. The action research took place in Castelbuono, a small tourism destination in Sicily (Italy). Three major decision-makers were involved: the mayor of the town, the museum’s director, and a restaurant owner. The use of the ILE has enabled dec…

Planning and DevelopmentDestination Governance; Planning and Development; System Dynamics; Action Research; Interactive Learning Environment; SimulationAction ResearchSmall townbusiness.industryDestination Governance Planning and Development System Dynamics Action Research Interactive Learning Environment SimulationCorporate governance05 social sciencesDevelopmentPublic relationsSystem DynamicsInteractive learning environmentTourism Leisure and Hospitality Management0502 economics and businessInteractive Learning EnvironmentCollaborative governanceBusiness and International ManagementAction researchbusinessSimulation050203 business & management050212 sport leisure & tourismTourismDestination GovernanceTourism Planning & Development
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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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Dealing with abnormal business growth by leveraging local area common goods: an outside-in stakeholder collaboration perspective

2020

PurposeThe purpose of this paper is to illustrate how for a business located in a local area that does not portray the characteristics of the “Silicon Valley” stereotype, developing a strategy that pretends to autonomously set its boundary spanning may lead to unsustainable growth.Design/methodology/approachThis work suggests Dynamic Performance Management (DPM) as a method to implement an outcome-based view of sustainable development of small- and micro-sized organizations in their own context. A case study shows how collaboration between the public and the business sector may improve local area's outcomes and develop common goods in the context.FindingsAmong the “abnormally-grown” small-a…

Process managementPerformance managementinteractive learning environmentStrategy and ManagementBoundary spanningContext (language use)context-based firmSettore SECS-P/07 - Economia Aziendale0502 economics and businesscommon goodsmesBusiness sector050207 economicsContext-based firmsSustainable developmentpaper type research paper05 social sciencesCommon goodsStakeholderdynamic performance managementSMEs; Collaboration; Dynamic performance management; Common goods; Context-based firms; Interactive learning environmentGeneral Business Management and AccountingcollaborationWork (electrical)SustainabilityBusiness050203 business & management
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Virtual and Augmented Reality Applied to the Perception of the Sound and Visual Garden

2022

The COVID-19 situation has encouraged the creation of ICT-based learning environments. Difficulties in performing activities in a garden setting can be overcome by using Virtual Reality (VR) and Augmented Reality (AR). The aim of this research is to evaluate the usefulness of VR and AR as an educational resource through contextualised sensory experiences in the garden. Eighty-seven trainee teachers took part, and a mixed methodology was used, for the analysis of the sound and visual elements of the garden and for reflection on the usefulness of VR and AR. An interpretive and inferential analysis of the AR-based compositions was carried out and of the drawings of the garden created by the pa…

Public Administrationsound and visual garden; virtual learning environment; augmented reality; virtual reality; teacher trainingAprenentatgeDevelopmental and Educational PsychologyComputer Science (miscellaneous)Physical Therapy Sports Therapy and RehabilitationMotivació en l'educacióCiència EnsenyamentEducationComputer Science ApplicationsEducation Sciences; Volume 12; Issue 6; Pages: 377
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GraphoGame SI: the development of a technology-enhanced literacy learning tool for Standard Indonesian

2018

Early intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding f…

READERSTeaching methodmedia_common.quotation_subjectGraphoGameCHILDRENlukeminenPHONOLOGICAL AWARENESS050105 experimental psychologyEducationBasic skillsFluencyTechnology-enhanced reading supportPhonological awarenessReading (process)tietokoneavusteinen oppiminenDevelopmental and Educational PsychologyMathematics educationQUALITYstandard Indonesian0501 psychology and cognitive sciencestechnology-enhanced reading supportdigitaalinen oppimisympäristömedia_commonPHONEMEreading acquisitionbusiness.industryLearning environment05 social sciencesEducational technology050301 educationUsabilityDigital learning environmentdigital learning environmentREADING ACQUISITIONStandard IndonesianORTHOGRAPHYlukutaitoSKILLSPsychologybusinessINTERVENTION0503 educationDYSLEXIAEuropean Journal of Psychology of Education
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Empirical Study on Cyber Range Capabilities, Interactions and Learning Features

2021

Emerging technologies and the globalization require constant investment in people and their performance in actual and virtual environments. New technologies such as autonomous systems, machine learning and artificial intelligence (AI) radically re-contextualize the human dimension of the organization. Technological developments are changing the ways people experience the physical and the virtual environments. Strategic changes have revealed new critical vulnerabilities such as social media-based disinformation campaigning with impact on the human aspects at state, societal, organizational and individual levels. Scenarios of gathering information, committing fraud or getting access to critic…

SDG 16 - PeaceKnowledge managementCybersecurityComputer scienceEmerging technologiesEmpirical researchAcquisition of skillsHuman PerformanceLearningResilience (network)Cognitive behaviourHuman Dimensionbusiness.industrySDG 16 - Peace Justice and Strong InstitutionsCyber-physical systemSDG 8 - Decent Work and Economic Growth/dk/atira/pure/sustainabledevelopmentgoals/quality_education/dk/atira/pure/sustainabledevelopmentgoals/peace_justice_and_strong_institutions/dk/atira/pure/sustainabledevelopmentgoals/decent_work_and_economic_growthJustice and Strong InstitutionsMixed realityCyber RangeVirtual learning environmentAugmented realitybusinessHuman factorsSDG 4 - Quality Education
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Learning Platforms: How to Make the Right Choice

2018

Learning through online platform opportunities is one way of organizing a technology-enhanced learning process. This chapter provides an overview of the place and role of learning platforms in the pedagogical process, defines the differences between learning platforms and learning management systems and offers a toolkit for evaluating learning platforms. The toolkit includes 22 criteria divided into 43 sub-criteria, which can be evaluated at 3 levels. This tool can help teachers, school administrators and other stakeholders to make a pedagogically based choice when it comes to choosing which learning platform solutions to use to scaffold student learning in a transformed learning process th…

ScaffoldMultimediaProcess (engineering)Computer science05 social sciences050301 education050801 communication & media studiescomputer.software_genre0508 media and communicationsVirtual learning environmentLearning ManagementStudent learning0503 educationcomputer
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