Search results for "education"

showing 10 items of 26766 documents

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…

ta113MultimediaComputer scienceLearning environment05 social sciencesEducational technology050301 education050109 social psychologyblended learningcomputer.software_genreLearning sciencesvideo lecturesSynchronous learningBlended learningLearning stylesVirtual campuseducational toolsComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesvirtual campuslearning styles0503 educationcomputerInstructional simulation
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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…

ta113Multimediavideo streamingComputer scienceQuality of servicevideosevaluation toolslaatucomputer.software_genrevideo lecturesqualityComputingMilieux_COMPUTERSANDEDUCATIONcomputerQoS-awareness
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Understanding differences among coding club students

2014

Scholars and instructors have been carrying out a multitude of actions to increase students' interest in computer science during the past years. Still, there is a need for knowledge on how these attempts develop student interest. In this qualitative study, we construct illustrative categories out of students who have attended our K-12 coding club and game programming summer course activities. We found four categories: Inactivity, Lack of self-direction, Experimenting, and Professionalism. We also briefly project this abstraction onto a four-phase model of interest development.

ta113OutreachGame programmingComputer scienceMultitudePedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationClubCoding (social sciences)Qualitative researchProceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14
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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…

ta113Personal learningMultimediasmart educationoppiminenComputer scienceProcess (engineering)personalized learningcomputer.software_genreontologiatComputingMilieux_COMPUTERSANDEDUCATIONlearning capabilitiesoppimiskykyta516ontologycomputerwatson technologiespersonointi
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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…

ta113Secondary levelpedagogyMultimediabusiness.industryComputer scienceDistance teachingtoisen asteen koulutuscomputer.software_genrepedagogiikkaVideoconferencingICTdistance educationsecondary educationComputingMilieux_COMPUTERSANDEDUCATIONta516Computer visionArtificial intelligencebusinessdevelopment communitycomputer
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Omission of Causal Indicators: Consequences and Implications for Measurement – A Rejoinder

2016

ta113Statistics and ProbabilityApplied Mathematics05 social sciences050401 social sciences methodsResearch needsEducation0504 sociology0502 economics and businesscausal indicatorsmeasurementPositive economicsPsychologySocial psychology050203 business & managementCausal modelMeasurement: Interdisciplinary Research and Perspectives
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CSI with games and an emphasis on TDD and unit testing

2012

ta113Unit testingGeneral Computer ScienceGame programmingbusiness.industryComputer scienceEmphasis (telecommunications)ta516TelecommunicationsbusinessIndustrial engineeringEducationACM Inroads
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Making group processes explicit to student

2014

This article considers student learning about group work in the context of project courses where student groups work under realistic expectations. Based on the literature, justice is explicated as a group work concept and regarded as a professional skill that can be practiced. Preliminary student feedback on teaching through continuous discussions on justice are presented together with teacher experiences.

ta113Work (electrical)Group (mathematics)Computer sciencePedagogyComputingMilieux_COMPUTERSANDEDUCATIONContext (language use)Justice (ethics)Group workStudent learningProject-based learningProceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14
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The Reform of Vocational Education and Training in Finland: Insights from Twitter

2018

This paper aims to analyse and describe relationships and communication in Twitter in relation to vocational education and training reform in Finland. Data were collected during the early implementation phase of the reform from January 2018 to early June 2018. The data included 2400 tweets containing the hashtag #amisreformi (VET reform). Social network analysis was utilised to study the network and communities. The main themes of the tweets were analysed using thematic analysis, and automated sentiment analysis was used to examine the tones of the tweets and public opinion. The study showed that the official actors were central influencers in the network that lacked connectivity. Overall, …

ta113ammatillinen koulutussocial mediaTwittervocational educationsosiaalinen mediayleinen mielipide113 Computer and information sciencesammattikoulutuspublic opinionuudistukset516 Educational sciencesreform
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Career Transitions of eSports Athletes : A Proposal for a Research Framework

2017

eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other st…

ta113biologyLife habitAthleteselektroninen urheilu05 social sciencesApplied psychology050301 education030229 sport sciencesBurnoutbiology.organism_classificationSport psychologyurakehitysComputer Science Applications03 medical and health sciences0302 clinical medicineathletesConceptual frameworkeSportscareerPedagogyPsychology0503 educationtransitionsInternational Journal of Gaming and Computer-Mediated Simulations
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