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This qualitative study presented high school students' help-seeking behavior and how they interacted with hints while they solved math problems on an intelligent tutoring system for math.
This paper describes the experience of using several web 2.0 tools as part of academic assessment for teaching students in engineering at Master of Science level in "Politehnica" University of Timisoara Virtual Campus. The students used blogs, wikis and several other open source tools as part of their academic assessments, for a semester. They reported this as a positive experience and we...
In this paper, we discuss a pilot study that examines the effect technology-based learning activities have on engaging children with autism. We focus on the use of three activities that involve gaming and robotics. Preliminary data suggests that we can successfully teach children with autism using interactive learning scenarios while still maintaining the benefits found in traditional therapeutic...
The paper proposes a component-based approach for the development of educational business simulation games. We identify common features of educational business simulations and construction and management games, and merge these in a reusable and extensible software architecture.
To gain a better understanding of the process through which technology users become technology creators, we designed a paper-based, tangible Turing Machine and introduced it to 54 teenage students. The information collected through tinkering tasks and a questionnaire is discussed both via statistics and qualitative analysis. This initial study suggests that simple paper tangibles and tinkering have...
There are several standards and specifications to formally describe instructional models, e.g. IMS LD or SCORM. One promise of using standardized descriptions is to make produced artifacts interoperable. While this works in theory, there are few tools available that support practitioner communities in creating, sharing and reusing instructional models based on existing standards. As a contribution...
We present an educational 3D game called Rashi Game, which instructs students via exploration using the inquiry teaching method. We first describe the Rashi Intelligent Tutoring System in its original form, and then describe the details and features of Rashi Game, the 3D game that we have developed. In particular, we argue that inquiry-learning environments are particularly viable for educational...
The central question addressed in this paper is the appropriate formal representation of learning outcomes in the motor skill domain so they can be interpreted and manipulated by computers as well as humans for the implementation of Computer based Sport Training (CBST). Instructional design usually begins with the specification of behavioural objectives or intended learning outcomes. The field of...
Serious games are now an increasingly used tool in business training. The question of the effectiveness of such devices on learning is a research issue. The indicators provided at the end of a video game are insufficient to understand and follow the path of a learning player. It is therefore necessary to track not only the player's actions but also to provide tools in order to analyze and diagnose...
Today, Ministry of Education in Thailand realizes a significance of one disability among the student called Learning Disabilities or LD which is not caused by physical or intellectual impairment or retardation but rather resulted from various factors adversely affecting the brain e.g. genetic or inheritable factor or impact on brain development during pregnancy or toxic substances which precludes...
This work proposes a novel approach - personalized forecasting - to take into account the sequential effect in predicting student performance (PSP). Instead of using all historical data as other methods in PSP, the proposed methods only use the information of the individual students for forecasting his/her own performance. Moreover, these methods also encode the "student effect" (e.g. how...
We report on the reactions of males and female students to the presence of animated pedagogical agents that provided emotional and motivational support. One hundred high school students used agents embedded in an Intelligent Tutoring System for Mathematics and randomized controlled evaluations compared students with and without learning companions. The results indicate that affective pedagogical agents...
Teachers in fully online courses face the challenge of achieving students' satisfaction â" usually measured using students' surveys â" as it is known to affect engagement and motivation, which in turn improves learning outcomes. This challenge grows in complexity with the number of students enrolled in the course. In this paper we report an attempt to improve students' perception on their...
The task of biologically inspired design requires designers to access, understand, and apply knowledge of biological systems. One common source for obtaining this kind of knowledge is scholarly biology articles accessed from online libraries and bibliographic databases (e.g., Web of Science, Google Scholar). However, our studies show that such online information environments do not adequately support...
Nowadays, the importance of knowledge management is well understood by managers in the organizations and, at the same time, the great significance of trust, in enabling effective knowledge sharing, is emerging. Presence or lack of trust can have serious implications for organizations with respect to the quality and of their business processes. Several scientific works have confirmed the direct correlation...
The focus of this study was to identify various reviewers' viewpoints of educational events by examining type of knowledge shared by reviewers for quality assurance during lesson study. I present the overview of our Peer Review Process Project and report on five pilot studies conducted during the 2009 spring and autumn terms. The successive trials revealed the following three points: (1) the lecture...
E-learning provides an unprecedented flexibility and convenience for learners via breaking the limitation of space-time. Most researchers are only concerned about the learner's cognitive and construct a great amount of substantive digital learning resources, however they neglect of the learners' affect in current e-learning systems. In this paper, we focus primarily on the negative affect of learners,...
Efficiently locating learning content and web services for adaptive and personalized online courses is a demanding research area. This paper identifies the key challenges that need to be addressed. An approach is then presented that empowers educators to locate relevant learning resources and services through domain expertise and semantics that are meaningful to them. This approach utilizes the existing...
In the context of e-learning, this work focuses on sharing experiences between users (learners, tutors or designers). This article focuses particularly on the transformation process to adapt the shared traces according to the profile of their target users. The trace is defined as history of user actions collected in real time from his/her interactions with the computer environment. Thus, we propose...
There are many educational contents in digital format and it would be very good if they could be reused in mobile contexts. This paper seeks to achieve this objective by providing access to educational contents packaged in SCORM (Sharable Content Object Reference Model). In this way user can reuse in any context the educational contents that already exist using mobile devices to access them. SCORM...
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