Search results for "Multimedia"
showing 10 items of 692 documents
Consumer value of camera-based mobile interaction with the real world
2013
Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…
Do videowikis on the web support better (constructivist) learning in the basics of information systems science?
2012
This paper describes the combination of a wiki and screen capture videos as a complementary addition to conventional lectures in an information management and information systems development course. Our basis was collaborative problem-based learning with the problems defined by students. The idea was that students were expected to find concepts or issues from four lecture themes which are not well-defined or clarified for them. The students worked in small groups of two or three students or they completed the coursework individually. First, the students selected the theme which was most unclear for them. Second, the students selected the problematic things from this area and created the pre…
Assessing game experience: Heart rate variability, in-game behavior and self-report measures
2014
Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predictive value for heart rate variability during game play. Our results showed that the accurate registration of in-game behaviors by means of game logs carries the potential of providing r…
Flipped Learning Experiment in Video-Based Education
2017
Videos intended for educational use have increased significantly in recent years. This is partly due to the increasing use of videos for entertainment purposes, as well as an increase in broadband connections. Educational videos may include short video clips, screen capture videos or, for example, recordings from the classroom teaching situation. Videos can be utilized in revising, for compensating absences, making teaching more flexible or for developing presentation skills. The recording also enables the re-use of lectures. This allows completely new types of educational solutions, such as the implementation of flipped learning. In flipped learning, activities traditionally carried out in…
Learning styles module as a part of a virtual campus
2016
For several years now, learning style mapping has been carried out for our students of the master's degree education in information technology. To better utilize learning styles in practice, a learning style module was integrated into the multimedia platform used in the education. The learning style module serves both the student and the educator. The goal was to create an application which, in the long run, would diversify the learning environment and make learning more efficient. This study describes the functioning and integration of the learning style application. The deployment of the application is monitored by collecting statistics of its use and feedback of its usability and usefuln…
On the Students' QoS-Awareness of Video Lectures
2016
Video lectures bring flexibility and enable distance learning in education. With the help of videos, educational organizations are able to serve a wider and more heterogeneous group of students. As streaming videos have become essential part of teaching in higher education, quality of service (QoS) issues should be taken more into consideration. However, systematic quality monitoring of video lecture delivery, to our knowledge, is rarely used in a way that would provide also the student with quality information. This paper describes our ongoing research on developing a streaming video quality evaluation tool integrated in a learning environment that our master’s students use. The tool serve…
Smart Educational Process Based on Personal Learning Capabilities
2017
Personalized learning is increasingly gaining popularity, especially with the development of information technology and modern educational resources for learning. Each person is individual and has different knowledge background, different kind of memory, different learning speed. Teacher can adapt learning course, learning instructions or learning material according to the majority of learners in class, but that means that learning process is not adapted to the personality of each individual learner. That is why it is important to have smart educational process based on personal learning capabilities. This paper presents a literature survey on different learning systems which detects learni…
Using Video Conferencing and Video Recordings for Upper Secondary Distance Teaching: Teachers' View Points
2016
In Finland the “Isoverstas” (formely ISOverkosto) network of schools coordinates the development of upper secondary distance learning services. The community actually is quite extensive with 65 member schools. In this paper we introduce the results related using synchronous and asynchronous online video resources for distance teaching. The topic is approached broadly at the level of schools and different support services as well as the pedagogical practices of individual teachers. The research data consists of wiki stories written by teachers, the interviews of selected teachers, and an online survey. Data-based content analysis was chosen as the main analysis method with the aim of highlig…
Towards Computer-based Exams in CS1
2017
Even though IDEs are often a central tool when learning to program in CS1, many teachers still lean on paper-based exams. In this study, we examine the “test mode effect” in CS1 exams using the Rainfall problem. The test mode was two-phased. Half of the participants started working on the problem with pen and paper, while the other half had access to an IDE. After submitting their solution, all students could rework their solution on an IDE. The experiment was repeated twice during subsequent course instances. The results were mixed. From the marking perspective, there was no statistically significant difference resulting from the mode. However, the students starting with the paper-based pa…
Does the Learning Channel Really Matter? - Insights from Commercial Online ICT-training
2017
Evolving ICT has provided new options to participate to training. Online participation has been found to be cost effective, helping people to deal with the time and cost pressures they are facing on their jobs. Previous studies conducted in higher education sector indicates that student satisfaction or learning outcomes does not differ between online and classroom participants. However, little is known what is the situation in commercial ICT-training. This paper studied course feedbacks from courses having both online and classroom participants of a commercial ICT-training provider. Results revealed that the learning channel has no effect on satisfaction, perceived teacher’s substance and t…