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Artykuł dotyczy prawnych problemów prawa do urlopu wypoczynkowego bibliotekarzy, którego wymiar jest różny w zależności od jednostki, która zatrudnia. Bywa, że długość urlopu może wynosić mniej lub więcej niż przewidują to ogólne zasady Kodeksu pracy. W związku z tym oraz w związku z wejściem w życie 1 października 2018 r. Ustawy Prawo o szkolnictwie wyższym i nauce, artykuł stanowi odpowiedź na pytanie...
This paper describes a study about the application of the principles of flipped classroom in a freshman class in higher education, in the academic year of 2016–2017, reporting students' perceptions about this learning strategy. The approach was based on the students' preferences, indicated in an initial characterization questionnaire. Quizzes were the main resources for the self-evaluation of the...
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...
The Framework Programmes (FPs) for Research and Technological Development (R&TD) are funding programmes created by the European Union/European Commission to support and foster research in the European Research Area (ERA). International R&TD projects play an increasing part in many organizations' R&TD investments. Technology developers of all organizations (industrial companies, small and...
Within this article we present some results of an investigation that aimed to identify and characterize the students' use of Communication Technologies to Support Learning (CTSL) in Portuguese Public Higher Education (PPHE). In order to achieve the goals set, a nationwide descriptive study was developed and an online questionnaire was elaborated and provided for data collection. This article presents...
The main aim of this study is to determine whether respondents are in the presence of the flow experience and evaluate the quality of the answers given by students who participated in an higher education collaborative environment considering also who have used desktops or laptops. For this study, data was collected through a survey and through Google Groups, applying the five dimensions of the flow...
This paper present the results of the research on different kinds of pedagogical models worldwide was made supported by the Information and Communication Technologies and their impact, attempting to design a Virtual Learning Model for Higher Education on Web 2.0 Technologies in Colombia. In order to achieve this target, a theoretical, applied, qualitative and quantitative investigation was conducted...
This system development enables ubiquitous peer review and reuse of reviewer comments to assess teaching/learning in higher education. The purpose of this project is two-fold: (1) to develop applications for recording and storing reviewer annotations on streaming class lectures as time sequence data of pen-tip coordinates, and (2) to identify key principles and criteria from annotated video data to...
Much excitement has been generated by the idea of harnessing levels of deep engagement offered by serious games in higher education (HE). However, little is known about academicspsila real views on the use of educational games in HE, yet academics are key to serious game implementation. An in-depth survey of academic staff within the University of Ulster in Northern Ireland was carried out to discover...
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