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Lecture recordings have been used for teaching purposes for several years and different ways of distribution have been investigated at the universities in Osnabrueck. A blended learning approach based on lecture recordings has been developed over the years in which the audio and video recordings substitute the classroom lectures. Building blocks of that concept are podcasts, web lectures, electronic...
This paper identifies and discusses a set of conceptual issues relating to institutional strategies for enabling the embedding of learner-centric hybrid learning processes within educational institutions. Starting with the Ecology of Resources model of learning, we identify "filters" that limit the adoption of new and hybrid learning processes in formal contexts. The related "boundary"...
This paper addresses some of the most important unresolved issues of interdisciplinary education (IPE) for healthcare by describing our experiences and processes in developing and validating qualitative and quantitative evaluation tools to assess IPE courses and programs (online and face- to-face). The instruments (available in both English and French) include a program evaluation survey based on...
The goal of the project described in this paper was to explore the possibility of developing an automatic system for treating contents based on user analysis and mobile scenarios, using HCI methodologies to design the output, with the objective to increase students' satisfaction. Consequently, the contents' edition would need to be independent of their output format. Empirical HCI methods were then...
This paper addresses the problem of developing a way to conceptualize context that can support the development of technology-rich learning activities. The term technology-rich encompasses mobile, hybrid and on-line learning approaches and the work reported here is intended to bridge these different approaches. In this paper we suggest that a learner specific definition of context can ground research...
Proper development of Computer Science analytical programming skills requires rigorous practice sessions with problem sets and coding exercises, but this is often not apriority for many students. Digital educational games have been shown to increase the appeal of repetitive instructional tasks however many of these games fail to capitalize on the power of cultural motivators. In this paper, we investigate...
Currently we see a plethora of learning object repositories that address the need to share learning content with peers within and across educational institutions. We also observe a growing interest in standards and tool functionality to model didactic scenarios describing the social, spacial and temporal configuration of learning arrangements. These scenarios also specify physical resources, software...
Social networks and multiplayer online games have drastically gained in popularity over the last decade. Likewise smartphones have become interesting targets for extending social networks and multiplayer games thanks to their innovative features such as intuitive user interfaces. Mobile versions of games and social network applications often make use of special capabilities of smartphones such as...
Wikis are important tools for online knowledge sharing, web based content repositories and collaboration platforms. In several situations users wish to make printouts of Wiki articles, include or extend these articles in their own environments. Solutions currently available lack in content processing and in the quality of the printout, especially when collections of articles are selected. Transforming...
In this paper, we focus on the analysis framework for learning communities in an organizational context. The purpose of such communities is to foster and maintain a fruitful environment for learning and development for the organizations the community is a part of. Introducing new technologies such as serious games for learning in organizations imposes new challenges on supporting the development of...
Education needs to be sustainable and one way to achieve educational sustainability is through developing students' interest in scholarly articles. Introducing scholarly articles in the classroom is often compellingly challenging for both the lecturer and students, largely because most of these articles are too complicated for some students. In this paper, we introduce a practiced-based technique...
The rapid technological changes in the world have caused universities to keep changing their approach to teaching by incorporating technology into teaching. In the universities in the Caribbean, technology is incorporated in the teaching in ways such as providing open and distant education or providing course management systems. This paper presents a different approach to an online course. This approach...
This paper presents a proposal for the introduction of the affective dimension in online learning applications. The paper focuses especially on affective data assessment by presenting a study of `emotional inference' through the triangulation of three techniques: facial expression interpretations, pupil size and students as self-evaluators. In order to validate the combination of these techniques...
A computer-based flight simulator is a system trying to simulate the experience of actually flying an aircraft as realistic as possible on a PC. While there are highly sophisticated systems on the market that can be even used in pilot training, their degree of complexity is too high for use in basic scientific education. Yet, flying is a source of fascination that can call forth students interest...
The paper on hand discusses the introduction of an online media community in the bachelors program `Computer Science in Media' at the University of Applied Sciences in Osnabrueck (Germany). Initial didactic goals of the implementation were to provide IT support for the existent project-based learning structures and to create the preconditions for online assessment. By now the so called `Media Gallery'...
We developed an interactive patient learning system for use on Blackberry devices to inform hypertension subjects about their chronic condition and enforce knowledge retention by questioning the user. The system uses the Blackberry's internet connection to retrieve hypertension information from a database and plays recorded audio files corresponding to hypertension information messages. The application...
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