The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Throughout a semester students use textbooks to reference key fragments especially in response to assigned homework problems. We present an extension to an existing web-based Question and Answer (Q&A) system by incorporating the course textbook as a collection of annotated and chunked resources in a website. To characterize student interaction with the textbook contents, we capture the progress...
Undoubtedly, educational Games figure among the most exciting learning objects. Their features, which involve motivational issues, interaction, attractive graphics and ludic activities, would empower them to become perhaps the most effective type of educational resource available. However, research has shown that current educational games' impact are far from expected, due to a vary of factors that...
The inclusion of people with disabilities in regular schools needs to be effective. Therefore, appropriated teaching methods, materials and capacitated teachers are indispensable factors. By using learning objects, it is necessary to ensure that they were built considering the needs of people with disabilities, which means the possibility of using accessibility resources. In this work, only visual...
The new media became an extension of the traditional media, allowing to the public access information in a wide range of digital devices. In this sense, our qualitative study with empirical descriptive nature focuses on a literature review about Web Radio and its educative strand. This is an innovator and incipient issue on literature when investigating the potentialities of the radiophonic universe...
Infographic design, as a new field of design integrated with information and visual communication, is gradually incorporated into the design curriculum system. Infographic design runs through the whole process of information expression, identification and communication. It has shown the more complexity and diversity than other design courses, so it is very important to establish the macro framework...
While gamification has been studied, applied, and sometimes contested within a variety of contexts (especially education and business), the concept of avatarification -- the utilization of virtual self-representations within a mediated environment -- is relatively new and has great potential for enhancing learning contexts. Building on previous work which suggests that people behave consistently with...
From ancient to modern world stories are used to build meaning and to communicate. The use of new technology in education system has increased worldwide. Along with technology advancement children of this century have various mode of interaction for learning, listening, interpreting and thinking. Storytelling in class room has seen development by unifying ancient art of telling stories with multimedia...
Mobile technologies can be used to enhance learning experiences of students in different ways, supporting the CILP, the creative and innovative learning process. In this study was analyzed how the combination of the flipped classroom approach and mobile devices used as educational tools in higher education could support innovative learning in a university in Turkey. The results of the study revealed...
This paper describes current research exploring the adaption of the Bridge21 pedagogical model for the provision of a Computer Science (CS) Continuing Professional Development (CPD) Programme for post-primary/high school teachers in the Republic of Ireland. This paper outlines the design of the programme and explores the delivery of two, week long CS CPD interventions delivered in the authors' home...
We are exploring whether and how “Digital-Storytelling” can be used to a) attract and engage student apprentices otherwise estranged from STEM-linked career or education pathways b) help student apprentices address the complexities of ill-formed or “wicked” design problems typical of sustainable engineering. Building on preliminary evidence from a pilot 2014 study we hypothesize that apprentices who...
Recent trends in online learning like Massive Open Online Courses (MOOCs) and Open Educational Resources (OERs) are changing the landscape in the education sector by allowing learners to self-regulate their learning and providing them with an abundant amount of free learning materials. This paper presents FORGE, a new European initiative for online learning and experimentation via interactive learning...
This paper discusses approaches to teaching parts of the foundations of interactive narrative for the design of interactive media and games in a course offered to undergraduate New Media and Game Design students. The course is offered to upper division students, most of whom are in the Game Design degree in the School of Interactive Games and Media at the Rochester Institute of Technology. While traditional...
The social underpinnings of learning make it important to understand how people experience themselves and form relationships in online settings. There is evidence that immediacy cues contribute to psychological closeness and learning outcomes. However, few studies have investigated immediacy outside of the social presence construct and its relationship to learning in online settings. This study employed...
The present work was developed in an educational context and was introduced into the theme of the practical application in a classroom setting of the subject Tecnologias da Informação e Comunicação — TIC (Information and Communication Technologies — ICT) with 5th and 6th grade students. All the work presented here was based on two premises: the use of Scratch as a tool and the students as producers...
We know how to design meaningful learning experiences for our students; this knowledge is as old as formal education. For a very long time, we also have had an increasing range of excellent tools that are constantly improving. So why do our institutional web logs show remarkable little engagement with active and interactive learning designs? The answer to this question is complex, and this presentation...
Understanding what influences reuse of designs, activities and ‘in the wild’ continues to prove tantalizingly elusive for researchers. The uncertainty of the process and the length of time between the offer and take up of resources in education can represent a process spanning several years. Education is frequently a long game and the influence of context, the desire or need to recontextualise and...
During the last 10 years, wireless technology has introduced new forms of pedagogy. Application of multimedia makes it easier for teachers to carry non-verbal elements from medium to medium, and easier to interweave different modes [1]. Parallel with the booming of tourism industry in Iran learning English as a foreign language (EFL) has been a very productive area of enquiry in the case of Iranian...
This paper describes an attempt to explore possible interrelations between today's online communities, trust and their online social patterns. It reports on a study in progress to provide a deeper understanding of how and at what level such relations affect the development of learning social contexts, i.e contexts that represent individuals needs, group commitments, their responsibilities, goals and...
This paper presents an overview of a study of educational podcasting in higher education. This research aims to remedy pedagogical deficiencies in lecture podcasting by structuring content with chapter features designed to facilitate active learning behaviors. Also as mobile media players are quickly becoming ubiquitous, so is media multitasking. However, media multitasking, the processing of multiple...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.