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This paper builds upon theoretical studies in the field of social constructivism. Lev Vygotsky is considered one of the greatest representatives of this research line, with his theory of the Zone of Proximal Development (ZPD). Our work aims at integrating this concept in the practice of a computer-assisted learning system. For each learner, the system stores a model summarizing the current Student...
This paper examines students' perceptions of their acquisition of various higher order thinking skills as developed through the use of various activities and resources in an entirely online Undergraduate Introductory Statistics course. The results indicate that certain activities and resources contribute more to the perception of the development of certain skills than others, which have implications...
This paper presents an innovative description of the “Students Team Achievement Divisions” collaboration method, in the form of an online, adaptive collaborative design-pattern that has been constructed taking into account adaptation techniques, within the context of open-source learning design-based environments such as the Learning Activity Management System. This method is described with special...
The use of video scenarios is an active learning approach designed to aid in the development of computational and entrepreneurial thinking skills. Video scenarios present problems in the context of lifelike settings in order to emphasize the complexity as well as creative potential presented by problems which are diverse, multi-layered and frequently ill-defined. Students must carefully observe and...
Through a pedagogically meaningful process of game-play, content, skills and attitudes can be integrated in the gaming environment to engage learners and enhance learning by game-play. This study examined the process of game-play from the perspective of knowledge transformation. Pedagogical perspectives were proposed to serve as learning frameworks for learning from game-play. It is suggested that...
There are clear evidences that technology can drive major positive changes in the classroom addressing problems associated with traditional lecture-based pedagogy. In particular, the flexibility of Tablet PCs and digital ink has the potential to achieve a wide range of educational goals and promote a more dynamic classroom environment. However, as the possibilities of these educational technologies...
Educational computer games are presently a hot topic in research and development. The idea of utilizing the motivational potential and the rich virtual worlds of today's computer games is teasing educators as well as technicians. Fully exploiting the educational potential of computer games requires a strong personalization and adaptation to the individual needs and preferences. In the context of games,...
The investigation course functions as a framework for the introduction and exploitation of digital media in the didactic-learning process, focusing on alternative forms of experimentation, exploration, knowledge structuring, expression, collaboration and communication for students and teachers. In this study we present ldquoThe Peace Symbolrdquo cross-thematic educational scenario and activities as...
This work presents a position paper that describes a conceptual framework for dasialearning designpsila-based e-learning systems focusing on the role of the development of learnerspsila cognitive and critical thinking. Within this framework, teacherspsila active involvement is viewed as essential. To this end, an attempt has been also made to map basic dimensions of thinking to dasialearning designpsila...
It is asserted that problem solving is the sole legal educational goal. But problem solving relies on appropriate scaffoldings to successfully implement. One approach that seems much promise of supporting it is to construct problem-based learning environments (PBLEs). PBLEs have tremendous potential for problem-based learning, but carry design challenges and concerns with them too. This paper will...
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