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In all European countries, initiatives are implemented towards promoting the use of Information and Communication Technologies (ICT) in schools. However, the current level of school ICT uptake remains low, due to the interrelation of a wide range of factors, including teachers' ICT competences and strategic school Leadership planning. In this context, there is a need for systems that will facilitate...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Technology has created a number of ethical dilemmas that institutions at all educational levels must face, since the extended use of ICT and mobile devices in education has made easier the copy of other people's work. This study aims to explore teachers' views on plagiarism and cheating. Results are presented from a sample of 46 Greek secondary education teachers and show that more than half of the...
The Human-Computer Interaction (HCI) with interfaces is an active challenge field in the industry over the past decades and has opened the way to communicate with the means of verbal, hand and body gestures using the latest technologies for a variety of different applications in areas such as video games, training and simulation. However, accurate recognition of gestures is still a challenge. In this...
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common psychiatric conditions in childhood. Observation of the behavior of the young person plays a key role in Cognitive-Behavioural (CB) approaches to the treatment of ADHD, but traditional pen and pen-and-paper based methods have a number of disadvantages which inhibit their use in realworld situations. The WHAAM mobile application...
Plagiarism and cheating are critical issues that jeopardize quality assurance in higher education. When it comes to e-learning and m-learning, fair use of information becomes even more crucial. This case study is an attempt to imprint academics' knowledge, beliefs and strategies regarding plagiarism and cheating. It was found that most of academics were well informed but they did not spend time in...
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...
With lifestyle-related conditions such as obesity amongst adolescents on the rise across the developed world, a pressing need exists for interventions which tackle the many factors underlying early-stage lifestyle formation. As a medium, digital games have the potential to integrate well with existing lifestyle patterns in adolescents, whilst engaging them and facilitating such lifestyle changes....
Using mobile devices for entertainment, knowledge transfer, and learning has been an important development in recent years. The use of mobile games as pedagogical tools has also become more and more popular. The mobility of the devices can enhance applications with location-based information. Why not combine these aspects to create mobile, location-based learning games to make users aware of their...
The purpose of this paper is the design of a mobile bio-feedback device that collects bio-signals from people and it assigns them to anxiety levels. Student emotional state recognition might be approved a significant support providing self-regulation besides teaching and coaching quality. The physiological reactions of the body affect the conductivity of the skin, skin temperature and heart rate....
The use of mobile devices as learning aids is increasing due to availability and affordability of mobile phones, smartphones and tablets among students. Many learners use their handheld devices not only for calling and texting, but also for educational purposes. Some promoters and developers of mobile learning in universities are developing and delivering learning content and instructions on mobile...
The paper presents an inquiry-based research approach designed and conducted in accordance with an educational model which uses weSPOT inquiry workflow engine, smartphones and tablets. Presented study shows how mobile technologies are able to support teaching and learning. It also discusses challenges from teacher's point of view for using mobile technologies in general and weSPOT environment in particular.
The present article shows a strategy to incorporate mobile devices as a didactic resource inside a university class. This is founded in the important insertion of mobile phones together with other technological devices such as tablets, laptops etc. At the technological side, building an Ad Hoc network will allow sharing resources in the class without depending on the availability of an existing network...
The keen adoption of m-learning by higher education institutions on a global scale because of widespread use of mobile devices requires proper security considerations in order not to expose m-learning systems to cyber-attack. M-learning systems normally comprise three components which are the mobile device, one or multiple servers and network devices. While servers and network infrastructure have...
This paper outlines the possibilities for improving the quality in physics teaching by the use of apps on iPads. In order to find out whether apps with interactive simulations, feature for displaying readouts and with augmented reality content support pupils in achieving their learning goals, the author carried out surveys among students of two classes at the BG/BRG Schwechat. iPads show their advantages...
In this paper we present COLearn platform which can be seen as a shell, easily integrated on top of existing open learning infrastructures (such as LMSs and OER repositories) to enrich their capabilities by offering functionality to design rich learning activities and learning workflows. COLearn run-time environment is used to enact these activities and workflows. This way, COLearn leverages the power...
This pilot study explores the use of serendipitous learning of mathematics in a group of Further Education students. Data was gathered from 28 students within a computer games design unit on a computer science course. The data was gathered using both quantitative and qualitative methods. The findings indicated that even at this early stage that student's view of mathematics had changed in a positive...
In order to successfully deliver Mobile-Based Assessments in any educational setting, it is of great importance to investigate the factors that influence its adoption from the students. The present study aims to explain and predict the Technology Acceptance Model constructs “Attitudes towards Using” (ATU) and “Intention to Use” (ITU) mobile-based assessment from the perspective of the Self-Determination...
This paper describes the different steps for the development of a remote laboratory for teaching analog electronics. The course was developed to support the face to face teaching and will upgrade the knowledge of engineers and technicians for the socioeconomic sector. In this paper, after describing the steps of design and scriptwriting of teaching materials, the operational amplifier is then studied...
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