Search results for "Educational Technology"

showing 10 items of 194 documents

A cultural approach to networked-based mobile education

2007

Abstract This paper discusses cultural conditions for networked-based mobile education. In our paper, we demonstrate how an Integrated Meta-Model that we have been developing in our MOMENTS project, i.e. Models and Methods for Future Knowledge Construction: Interdisciplinary Implementations with Mobile Technologies, can be used as a heuristic tool for research and pedagogical practice with technology, drawing attention to such cultural and pedagogical aspects and relations which are easily left unnoticed. This Integrated Meta-Model consists of four levels: (i) cultural discourses and practices; (ii) pedagogical models and principles; (iii) action, and (iv) individual acts and activities. Th…

Knowledge managementHeuristicbusiness.industry4. Educationmedia_common.quotation_subjectTeaching method05 social sciencesEducational technology050301 education050801 communication & media studiesAdaptabilityEducation0508 media and communicationsAction (philosophy)PedagogyTechnology integrationMobile technologySociologybusiness0503 educationImplementationmedia_commonInternational Journal of Educational Research
researchProduct

Context Standardisation for Learning, Education and Training

2008

This paper presents a new specification to describe the context of learning environments. It provides suggestions how this specification should be discussed and further developed using the concept of social standardisation.

Knowledge managementStandardizationComputer sciencebusiness.industryCultural diversityEducational technologyInformation technologyProcess designContext (language use)businessAccreditation2008 Eighth IEEE International Conference on Advanced Learning Technologies
researchProduct

Software and Standards in an Emerging Domain

2010

This paper considers the software market in the field of e-Learning and Technology Enhanced Learning (TEL) through observing standardization developments in the domain. A model of software market evolution suggests that observations on development and deployment of standards in the domain indicate the status on the market. As the model holds, in a mature phase, level of standardization is high and the number of competing standards low. The result of the study is, there appears to be a market, but a heterogeneous one, with hesitation on dominant designs and an overall modest level of standards adoption. Content standardization enables the (re)use of the learning content in multiple formats w…

Knowledge managementStandardizationSoftware deploymentbusiness.industryComputer scienceInteroperabilityEducational technologyVirtual learning environmentLearning ManagementbusinessSynchronous learningInstructional simulation
researchProduct

Future Research Directions on Web-Based Educational Systems

2018

Over the last decade, following the rapid progress of Information and Communication Technology (ICT) and directly linked to the requirements of the Information Society, Web-based education has turned into an essential branch of educational technology. Although the traditional educational systems continue to improve, the gradual transition to Semantic Web, that is currently taking place, facilitates the emergence of new opportunities for improving the quality of educational processes. The distributed instruction, the explosive expansion of social networks and the significant increase in the number of mobile users represent phenomena that have led to new trends in the evolution of educational…

Knowledge managementbusiness.industryComputer sciencemedia_common.quotation_subjectEducational technologyInformation and Communications TechnologyWeb applicationVirtual learning environmentQuality (business)Information societybusinessSemantic WebEducational systemsmedia_common
researchProduct

Hybrid Synergy for Virtual Knowledge Working

2009

Recent rapid technological advancement has influenced communication and information management. In addition, it has facilitated collaboration, an interactive process that engages participants who work together to achieve outcomes they could not accomplish independently. Using new technologies for remote collaboration from U.K., Finland, and Greece, we created our own collaboration and creativity technique as best practices for our team by utilizing an adaptation of Collaborative E-Learning and Six Thinking Hats. We call this model for knowledge working to enhance collaborative creativity Hybrid Synergy. The question under investigation was “What tools, methodologies, techniques, and practic…

Knowledge managementbusiness.industryE-learning (theory)05 social sciencesEducational technology050301 education050109 social psychology0501 psychology and cognitive sciencesCollaborative learningbusinessPsychology0503 education
researchProduct

Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness

2015

This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …

Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychology
researchProduct

Interacción y uso de tecnologías en los procesos de enseñanza y aprendizaje

2020

El nuevo escenario de la sociedad del conocimiento y los desafíos de aprendizaje que debe enfrentar la educación en este milenio han sido determinados por la transformación del mundo en las esferas económicas, políticas y culturales.En este artículo analizamos los procesos de interacción que se producen en los contextos educativos cuando las tecnologías son una oportunidad para lograr cambios profundos que contribuyan a mejorar los procesos de enseñanza aprendizaje desde nuevos planteamientos pedagógicos y curriculares. Todo ello conlleva una reorganización de los centros educativos, la formación y actualización del profesorado y la colaboración de las familias. Los docentes tienen ante sí …

Knowledge societyPoliticsAction (philosophy)Information and Communications TechnologyPedagogySocializationEducational technologyFace (sociological concept)SociologyArticulation (sociology)Educatio Siglo XXI
researchProduct

Towards a Blended Learning Model for Teaching and Learning Computer Programming: A Case Study

2008

Blended learning is becoming an attractive model in higher education as new innovative information technologies are becoming increasingly available. However, just blending face-to-face learning with information technologies cannot provide effective teaching and efficient solutions for learning. To be successful, blended learning must rely on solid learning theory and pedagogical strategies. In addition, there is a need for a design-based research approach to explore blending learning through successive cycles of experimentations, where the shortcomings of each cycle are identified, redesigned, and reevaluated. This paper reports on a study conducted on a blended learn- ing model in Java pro…

Learning cycleJava programmingComputer scienceonline learningcomputer.software_genreEducationLearning theorye-learninglcsh:LC8-6691lcsh:Special aspects of educationMultimediaDesign-based researchbusiness.industryCommunicationEducational technologylearning cycleOpen learningblended learningLearning sciencesComputer Science ApplicationsSynchronous learningdesign-based researchBlended learningcomputer programmingface-to-face learningArtificial intelligencebusinesscomputerInformatics in Education
researchProduct

Towards new cultures of learning: Personal learning environments as a developmental perspective for improving higher education language courses

2015

AbstractThis article provides readers with an understanding of the concept of the personal learning environment (PLE). It suggests that PLEs can be used in two complementary ways: as a developmental lens for integrating ICT and creating new pedagogical practices and digital literacies for academic language learning, and as a context in which learners can practise and develop core skills such as digital literacies, team and knowledge work, and interactional skills – skills that are needed for success in today’s knowledge economy. The article places PLEs within the broader development related to the cultural changes brought on by the proliferation of Web 2.0 technologies – participation, team…

Linguistics and LanguageHigher educationPLE (personal learning environmentbusiness.industryComputer sciencePerspective (graphical)Educational technologyInformation technologysosiaalinen mediaExperiential learningLanguage and LinguisticsEducationpedagogiikkacore skillsdigital literaciesPedagogyTechnology integrationComputingMilieux_COMPUTERSANDEDUCATIONMedia literacySocial mediabusinessdevelopment
researchProduct

Content and language integrated learning

2014

This special issue of The Language Learning Journal is devoted to Content and Language Integrated Learning, frequently referred to by its acronym CLIL in Europe, but also elsewhere of late. CLIL is...

Linguistics and LanguageUniversal Networking LanguageContent and language integrated learningComputer scienceEducational technologyta516ta6121AcronymLanguage acquisitionLanguage and LinguisticsLinguisticsEducationThe Language Learning Journal
researchProduct