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W opracowaniu przedstawiono w jaki sposób fabularne gry scenariuszowe mogą zostać wykorzystane jako efektywna forma przekazywania wiedzy. Badanie poprzedzono kwerendą literatury. Artykuł opisuje przebieg prac, których efektem było utworzenie komputerowej gry edukacyjnej wykorzystującej koncepcję oraz narzędzia zwinnego zarządzania. Proponowany model grywalizacji procesu edukacji powstał w wyniku analizy...
The profusion of embedded information and communication technologies makes them increasingly used in educational processes. Through convergent media in the digital world and its different approaches, new possibilities for education emerge. It is sought from the qualitative approach and the exploratory and descriptive study, this article present possibilities to incorporate transmedia strategies, into...
Globalizing changes in society are able to influence changes in the economies of individual countries. Individual economic entities from various sectors attempt to achieve high economic performance and development. They do this within the conditions that are possible at that time; if there are favorable conditions for their development, this will result in creating innovative production and its subsequent...
At present, Information and Communication Technologies (ICT) constitute another component of the physiognomy of the different scenarios where children grow, develop and form. The kindergarten and the first years of the primary level, are one of these scenarios where is interesting their connection with these technologies, as with other that are part of your life. Children are born in the era of digital...
Serious games, especially educational video games, have proliferated in recent years. Despite this, there are very few methodological proposals capable of addressing the design of all the key elements of an educational video game. To deal with this discrepancy, this paper presents a methodology divided into five phases: startup, design, production, test, and post-production; focusing on the design...
The article deals with the essence of the marketing platform of organization and functioning of the system-spatial complex «PSE» (production — science — education). The authors shows the role of marketing architecture in the organization of marketing activities to promote technologies and innovative culture created by clusters of «PSE» complex. Marketing architecture is considered as the way of commensurate...
This article aims to present a strategy to properly distribute the graduates to complete a fourth year of after-Lyceum apprenticeship in the specialized field of Vocational Education and Training (VET) as it is implemented in Greece. The theoretical solution of the issue is presented, as well as the terms and conditions that should be met in order to create an on-line platform capable of organizing...
The state-of-the art education system should be in time for the knowledge-intensive technologies, that are developing with a high pace and be as mobile and effective as possible. The development of science-intensive technologies is developing with a tremendous pace, so the knowledge obtained in the university is quickly becoming obsolete, therefore the modernization of equipment should go in synchronism...
This paper examines the variation on the contribution rate of university education to economic growth of Chinese manufacturing from the year 2005 to 2014. We divided the period of economic growth of Chinese manufacturing into two stages; 2005–2010 and 2011–2014, and then calculated the contribution rates respectively. The results of both stages are then compared. Findings suggest, the contribution...
This paper investigates the uses of interactive video as a medium for teaching and learning activities. Based on the characteristics of interactive video annotations, various use cases are proposed and discussed. Two real experiments are then described. The first experiment is to add annotations to a video by teachers to produce course materials. The second is to produce a video and annotations on...
The industrial world is currently undergoing changes due to increasing digitalization and computerization in companies (Industry 4.0). Existing control and management components and systems located within the upper layers of an enterprise's structure are connected to the shop floor. With the current paradigm shift in manufacturing, the need for more collaboration between personnel with different fields...
This paper proposes a formal model of learning games for teachers in higher education by involving them strongly in the design process. The evolution of the teaching profession was followed by the emergence of tools with interesting potential such as, in the field of TEL and in a non-exhaustive way: serious games, MOOC, ubiquitous TEL, and so on. But there is a lack of tools to facilitate their design...
This project is inserted in the research and practice areas that support the development of educational resources, such as, serious games and training simulation, to understand how they should be planned, developed, evaluated, validated and used for the learning and assessment purposes. In this study, we have proposed and specified an agile, integrative and open method for educational resources development,...
A cloud-based video course recording model is proposed in this paper to record and deal with classroom information in the learning management system (LMS). In the developed model, a new foundations key frame description technology (FKD) has been developed. A cloud-based key frame description library (CKDL) has been improved to raise the speed of retrieval. At the same time, a novel approach has been...
Currently, blended learning has become an innovative learning model, which can improve learners' learning effect, expand learners' learning opportunities, enhance interaction between teachers and students, and support learners' self-regulated. The key to develop an effective blended learning is to provide learning support service. The paper advocates that the blended learning mainly needs the support...
The article proposes to use a system of efficient decision-making in conditions of uncertainty in the region, is far from technical, financial and administrative areas, to solve nontraditional tasks, in particular, to develop the language competences in the process of learning a foreign language.
The aim of this work is to design and build a pilot agile educational extension for a virtual laboratory, CyberLabTrainSystem. We identified and designed a virtual laboratory educational extesnsion that is based on Business Rule Engine (BRE) and Business process model and Notation (BPMN). The output is a web portal, which allows a teacher to easily implement educational methodologies, curricula and...
The development of gaming applications around the world, growing so fast, so does in Indonesia. This sparked the game makers in this country to be more creatively, create different variants of the game, and spoiling the game consumers which increasingly growing, rapidly. Character is not just a “Visual Form” but at the same time, also a representation of an ideological, who designed, that is able...
It is generally recognized that traditional teaching methodologies, e.g. expositive lectures, are prone to become inefficient, especially in terms of knowledge retention, because many students quickly lose attention. Therefore, it is vital the adoption of new teaching methodologies that enable the students' engagement in their own learning process. Based on a case study, this manuscript aims to demonstrate...
The purpose of this research is to compare textual programming languages and visual programming languages from the aspect of motivation. As a textual programming language, Processing programming language was used, and as visual programming languages, Scratch, a derivation of Scratch, Teaching materials offered by code.org, and LEGO Mindstorms EV3 were used. Teaching materials using the textual programming...
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