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This paper will focus on how ICT in the classroom could really work to provide the children the education they need in this 21st century. Learning for children with the use of ICT in the classroom can work if teachers have the ability and skills to integrate ICT in their classroom. This is where the headmasters play a crucial role, if the teachers are supported by the surrounding education system...
In the IS discipline, the formulation of design principles is an important vehicle to convey design knowledge that contributes beyond instantiations applicable in a limited context of use. However, their formulation still varies in terms of orientation, clarity, and precision. In this paper, we focus on the design of artifacts that are oriented towards human use, and we identify and analyze three...
The abductive inference model has been discussed in the context of business strategy. However, the model seems unrealistic for applications in the real business world. Therefore, this study improves the model by formalizing experimental case studies in a web-based workplace for generating product ideas. The developed model implies the needs for visualizing human's thought process to create hypothesis...
In this paper we discuss the difficulty of museum visitors to engage and relate with cultural objects focusing mainly on pieces of contemporary art. We present Taggling a location based game designed to support learning in the Macedonian Museum of Contemporary Art. The results of a qualitative user study with volunteers helped us to outline the learning potential of the game and supported us to gain...
Gamification — the use of game design elements in non-game contexts — has seen rapid adoption in various areas in recent years. Its application in education is particularly promising, due to its potential to shape user behavior in desirable directions through increasing user motivation and engagement. This work-in-progress paper presents a course gamification platform aimed at supporting instructors...
While teaching using a mobile course content-management, it is not possible to decide if students are confused, bored, frustrated, surprised, focused, exhausted, angry, sad, or happy. These cues are extremely helpful to instructors in deciding whether to speed up, slow down, introduce new materials, or explain a concept in a different way. In this context, there is a strong desire to capture the social...
This paper reports on the urban installation SoundscapesLandscapes (SSLS), an enhanced sound walk guided by a custom mobile application. It explores the aesthetic motivations of the artists involved before examining the manner in which these motivations shape the rationale and design of the project. Creative issues are approached from a musical perspective, and the focus of the paper is to place the...
This paper describes the experience in the development of the course “Thermal Energy Technology” for the fourth level of the Chemical Engineering career under the Curriculum Design established by the UTN for the career and with a focus on the development of transferable skills and competencies to the future professional performance of students. Strategies were applied with an emphasis on active student...
Technology and Engineering Management Activities induced the awareness of Work Systems (WS) in Business Conduction. During WS activities and decisions settings, typically technical perspectives are espoused heavily. Although, remedies of this kind require holistic approaches, such approaches are not very common. One of the main reasons for this inadequacy is the lack of conforming guidance. In this...
The design of online learning environments is the blueprint of its construction, and it is also the key factor that affects the learning results. But current design is often based on traditional instructional design theory, ignoring the particularity of online context, there was hardly any specific theory to direct online learning environments design. Under traditional design concept, all the environments...
We present a synopsis of instructor experience on the mastery learning approach as implemented in our school for key fundamental engineering courses. The mastery learning approach revolves around the idea of dividing the course into modules, each module culminates in an exam comprised of 2 or 3 problems where each problem tests one important concept. For each exam, a student can make up to 3 attempts,...
This paper discusses the effects of using frequent online quizzes as a replacement for homework in an Electric Circuits Course. The results of two experiments show that performance on these quizzes is correlated with performance on course exams, conceptual understanding of the material, and problem solving ability. These results do not appear to be correlated with prior knowledge, grit, or self-efficacy.
The information and communication technologies have become increasingly present in education, either as support for classroom learning, whether in distance learning. Among these technologies, software known as Learning Management Systems — LMS are used for better student-teacher communication and especially for providing instructional materials, activities, assessments and other resources to provide...
Software professionals routinely use sophisticated problem solving and design skills in their communication with one another and other stakeholders in the software process. We wish to introduce our computer science and software engineering students to the communication challenges of real software development and help them to develop skills to meet these challenges. We describe our guided inquiry approach...
In this study, we report on the student experience at Olin College, a small undergraduate university in the United States with an explicit mission to transform engineering education. We employ a highly narrative approach to situate students' individual experiences within their larger learning trajectories and use them as a lens through which we view the accounts of their time at college. We highlight...
The flipped classroom (FC) is an inverted version of the traditional learning model. An inversion between in-class and out-of-class activities exists: students learn new content by watching video lectures at home and exercises and group activities are performed in the classroom with teacher mentoring. In this paper, we describe an experiment that involves the use of digital technologies and tools...
Engineering students need complex skills to be effective in college and post-graduate employment. Beyond technical skills, the ability to integrate varied types of information is essential for competence in applying engineered solutions to real-life situations. While research shows that project-based learning favorably affects engineering student success and retention as well as recruitment of diverse...
Understanding individual classroom culture is essential for constructing effective learning and teaching contexts. Largely underutilized in STEM classrooms to date, discourse analysis can serve as a tool to uncover, understand, and shape unique classroom culture. Used as a reflective tool, discourse analysis can enhance pedagogical understanding of quality and quantity of student participation and...
Many engineering programs have recently seen a significant increase in enrollment and educators have turned to alternative teaching strategies to help cope with this increase. One such approach is to incorporate Graduate Teaching Assistant (GTA) led studios to complement lectures. We studied a chemical engineering department that has implemented a studio approach that provides students an interactive...
Learning of threshold concepts in courses such as statics has traditionally been a difficult and critical juncture for students in engineering. Research and other systematic efforts to improve the teaching of statics in recent years range widely, from development of courseware and assessment tools to experiential and other "hands-on" learning techniques. This paper reports a portion of the...
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