Search results for "Virtual learning"
showing 10 items of 42 documents
Human Capital and E-Learning
2009
Companies are increasingly conscious of the fact that the achieving of their objectives, together with the improvement of their competitive advantages, depends on the appropriate management of the human factor. The dynamism and strong competition that characterize the business world make it increasingly necessary to introduce a system of human resources to allow the exploiting of the knowledge and skills of both people and teams, thus encouraging their learning capacity. In this context, e-learning is becoming established as a flexible and quick way of improving the acquiring of knowledge and skills within a company. The rapid growth and expansion of e-learning, together with the failure of…
Adaptive Multi-agent System Based on Wasp-Like Behaviour for the Virtual Learning Game Sotirios
2018
The aim of this paper is to propose a model for an adaptive multi-agent system based on wasp-like behaviour for dynamic allocation of puzzles and quests in the virtual learning game SOTIRIOS. This is a digital learning game integrated inside a First Person Shooter designed by the second author of this paper. The learning process is based on many puzzles hidden in the game flow. The multi-agent system is necessary to integrate a multiplayer mode into the game. The agents use wasp task allocation behaviour, combined with a model of wasp dominance hierarchy in order to create a unique multiplayer learning system, where each user has a different learning curve, based on his results. The wasp be…
LABCENTER. A remote laboratory system platform
2011
Abstract A web system server especially suited for remote laboratories has been developed. Typical e-learning systems do not offer the possibility to perform a remote laboratory where real experiments can be done online, accessing real hardware located at the University facilities. Allowing students to connect to hardware systems remotely provides them with additional knowledge about real devices; very often, real laboratory devices are time or space restricted. The proposed LABCENTER platform is a general frame designed for remote laboratories connection. The platform is designed to allow an authorized student to connect to hardware systems. As direct hardware systems allow only a single u…
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…
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.
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…
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…
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…
Robotic and virtual World Programming labs to Stimulate Reasoning and visual-spatial Abilities
2013
Abstract The individuals’ cognitive skills, academic performance and their relationship with programming of robots or virtual learning environment is a topic of particular interest in the area of human-robot interaction. This paper presents a pilot study performed on a group of 36 lower secondary school students involved in a 32-hours laboratory based on the combination of LEGO Mindstorm NXT and Microsoft Kodu Game Lab (KGL) and aimed at programming first a robot and further a more complete virtual world based on a narrative-designed scenario. The findings of the research will be discussed in the light of the effectiveness of using robotics and virtual world programming as a meaningful and …
Implementation of TICs for the Virtual Learning of Literary Subjects: From Aula Virtual to OCW and Universia
2016
Within the current European Convergence Process and the development of the new University degrees, a compromise has been reached to adapt the English Studies (before English Philology) curricula to the current needs of students in a highly competitive society. The final goal is to transform our education system into one of learning. This actually implies that the student must engage himself more closely with the university and that he may lead his coursework in a more autonomous way, backed up by more active educational strategies, such as the personalised tutoring guide, the use of the new technologies, and the team work.