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Virtual Learning Environments (VLEs) are required to be highly effective and easy to use as they serve as the primary institutional portal between students and academics. There are currently a number of challenges that are caused due to the modernized digital divide, with a significant limitation being the inability of information systems to adapt to the users' technological platform, broadband quality...
This paper provides an overview of the European Tempus Project TATU — Training in Automation Technologies for Ukraine (2013–2016). The aim of the project is to build five training centres at each partner university to provide certified training in automation technologies and control operations and solutions in different fields of industrial automation for students and young specialists from Ukrainian...
Current efforts towards including students with disabilities in web-based higher education are well established. However, existing learning environments are not fully inclusive, particularly for those with multiple disabilities. Most learning environments built for students with disabilities limit themselves to meeting the needs of specific disabilities and do not attempt to scale up to the difficulties...
The goal of the article is to inform professionals about possibilities of both active and passive participation in the Leonadro da Vinci Project called “Flexible learning in European retail”. This project is a free continuation of a project held in the years 2007–2009, which stressed the importance of corporate social responsibility and environmental approach of businesses. The follow-up project addresses...
Nowadays, the rapidly changing Information and Communication Technologies bring new opportunities to the e-learning field. One of these opportunities is the use of LMS (Learning Management System) platforms. LMSs have to be able to interact with external applications and thus reconfigure their functionalities. In this context, the present paper aims at proposing an approach for integrating external...
This paper identifies the mechanisms for implementing the adaptive learning content, the problems of formation and storage of user profile of the “Smart lab” intellectual system for different modes of learning. The learning modes of the smart lab model are defined, problems of the adaptation of learning content for different types of users and end equipment are described, the main characteristics...
Individual learners have different requirements and characteristics, and as a result learning content should be able to be personalized and adaptable to the e-learner' profile. Little research work undertaken to tackle this issue, and it has been limited to ad-hoc work on personalizing, and adapting learning content in e-Learning. This paper presents two methods for modeling user profile and for personalizing...
The e-learning systems have been of particular interest in recent years, research in this area is highly evolved to best support face to face learning systems. However, even if the experiments have demonstrated many advantages, limitations primarily related to significant dropout rates still persist. Indeed, this is due to several reasons including the lack of support and the feeling of isolation...
In recent years, the distance learning has become as a new approach to complete the training. Unfortunately, and despite all its advantages, it still suffers of a significant drop-out rate which is due, in particular, in the absence of an appropriate monitoring and support in learning.
This work focuses on the sharing of experiences between learners with different profiles. This is to allow learners with different skills, abilities or preferences to exchange, among themselves, the traces of their own activities. In this context, we are particularly interested in the transformation process that adapts the shared traces according to the profile of its target user. In this article,...
Nowadays users receive a huge amount of data from different information systems that do not consider characteristics of the user such as location or device. This overwhelming amount of data difficult users to obtain relevant information fitting their needs and own characteristics and, in some cases, the information cannot be displayed because it does not match with the capabilities of the user's device...
In the context of e-learning, this work focuses on sharing experiences between users (learners, tutors or designers). This article focuses particularly on the transformation process to adapt the shared traces according to the profile of their target users. The trace is defined as history of user actions collected in real time from his/her interactions with the computer environment. Thus, we propose...
Education and work are inextricably linked to the peoplepsilas lives in our modern society and they are the main agents for a successful social integration, but at the same time they can become barriers for the inclusion of the disabled. The technology can be used to overcome these barriers offering an adaptive layer that can cope with the needs of the people with disabilities. Our current research...
The diversity of terminals used by the user to access resources (personal digital assistant, mobile phone, etc.) using several types of networks (wireless, local, etc.) generates a growing need to adapt services dynamically to the user's context. In this article, we present our architecture that aims at adapting content and presentation of services to the user's context. We realize the content adaptation...
Digital games are becoming a rising trend in e-Learning due to their potential educational benefits. However, their application is hindered by issues such as their high production costs and the difficulty of getting instructors involved in the development process, a required aspect in order to achieve educational value. In this paper we propose to tackle those issues by developing new, instructor-oriented,...
This paper presents the adaptation model used in NUCLEO, a pilot e-learning environment that is currently being developed at the Complutense University of Madrid. The NUCLEO system combines two approaches grounded in the constructive pedagogical stream, the Computer Supported Collaborative Learning and the Problem Based Learning, with the engaging and immersive formats of the videogames. It provides...
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