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One of the most widely used methods for teaching is the lecture. During the last few decades lecturers and students have taken advantage of the progressive introduction of new technology for supporting these lectures. As this trend is very likely to continue, in this paper we will try to foresee some possible technology enriched future lecture scenarios.
This paper explores augmented reality as a set of technologies and processes to weave hyper medial content into printed publications thus fostering new educational practices. In particular this paper focuses on augmented reality as a bridge to extend traditional hyper mediality to paper-based educational tools, analyzing a book recently released by the Italian publisher Fake Press as a case study...
There are several systems to help monitoring the learning process in Learning Management System (LMS). Most of them are based on a post evaluation of data in logs and databases. Also, they are not accurate enough to detect users' more complex actions. This paper introduces a logical sensors network-based system to support the accurate monitoring of learning process in Distance Education courses. For...
Concept maps are commonly used as knowledge representation mechanisms to classify a given domain in the scope of a constructivist knowledge building process. In this paper we carry out social constructivist learning experiences using concept maps as a collaborative knowledge-sharing tool with applications in the coordination of virtual communities for learning. In our experiment, the community studies...
The main goal of our project is stimulating, by means of technology-enhanced tools, students' engagement and participation in the educational process. We exploit the affordances of large multi-touch displays in everyday classroom activities to allow new cooperative learning opportunities for students. Our preliminary work in designing for Interactive White Boards emphasizes issues largely neglected...
In this paper we extend our previous bi-dimensional model of the experience - integrating experience styles and process characteristics - to account also for the peculiarities of the place. To each voxel of the resulting 3D space of representation can be associated a time dependent density that accounts for the relevance of such voxel at any time one takes a snapshot of the 3D space. Extrinsic and...
Classroom interaction is an important part of instruction. Based on the findings in psychology, artificial intelligence and cognitive neuroscience, this article focuses on analyzing a typical classroom interaction happened in Discrete Mathematics classroom from the view of cognitive process and simulating the process with ACT-R tool. The simulation can depict execution trace of the cognitive program...
This paper presents a recommendation algorithm that suggests relevant collaborative teams of teachers to the coordinators of courses or units of learning. This work is motivated by the need of automating and facilitating the search of experts that could contribute to the design and development of units of learning in collaborative authoring tools. The proposed algorithm solves a set covering problem...
With the impacts of global warming, water and soil conservation education becomes an important learning topic for elementary school students in Nature Science course. However, students in traditional Nature Science learning are usually passive and lack the sense of participation. To provide an effective and interesting learning activity for water and soil conservation education, the interactive storytelling...
This paper presents an interpreter to display educational content in mobile devices, adaptable to the way that each user learns, with the added value of allowing students to carry out the learning process at any time and any place. The educational content is tailored to the student's learning style according to the model of Felder-Silverman. The identification of the student's learning style is performed...
The introduction of new technologies in education raises accessibility issues, which can endanger the universal right to education for students with disabilities. Moreover, in education there is a shift to provide more dynamic and interactive content to the students and video games have been proposed to promote the development of new skills. In this paper we discuss the main challenges of introducing...
Cognitive overload, confusion and disorientation are common drawbacks in e-learning. To cope with these difficulties, this work suggests a course structure focused on the activity. This proposal also tries to help learners by improving guidance and interaction with the structure by means of information visualization techniques, which have proven to be useful in other domains. Students would carry...
The possible exploitation of 3D Virtual Worlds (VW) remains a major challenge for school teachers, since 3D VWs introduce new concepts that even teachers who are experienced and keen on using digital technologies are not familiar with. To this end, there are research studies that have raised issues, such as, the extra pressure applied to teachers who teach within 3D VWs, and the lack of understanding...
Reading exercises are critical for developing strong reading comprehension. With the advent of Web 2.0 technology, researchers have attempted to use Web 2.0 tools to develop adaptive and cooperative learning environments. Moreover, previous research has demonstrated that the use of social tagging technologies allows teachers to empower learners and create exciting new learning opportunities. However,...
During the last few years there has been considerable interest for digital game-based learning. This interest can be attributed to the increased popularity of digital games among school students, as well as to their potential as effective learning environments for collaborative learning-by-doing activities. On the other hand, fostering entrepreneurial mindsets through teaching and learning has been...
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