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This paper investigates the effectiveness of including questions within instructional multimedia content to improve student performance on a related programming assignment. An experiment was conducted where one set of students was provided with an instructional video without any embedded questions and another set of students was provided the same video with embedded questions. The findings of this...
Online virtual worlds have been a popular tool for conducting e-learning since they are designed to offer 3D space, avatars, real-time communication, interaction capabilities and collaboration. In this paper, we study the impact of using the most popular 3D virtual environment Second Life as an e-learning platform. There are many 3D web-based virtual worlds, but the main motivation for studying the...
The communication of the homework assigned to elementary school students between teachers and parents is limited given that there are no electronic alternatives originated within the elementary schools in the State of Zacatecas México. Therefore the homework is a generally unknown activity for the parents. For this reason to improve the communication process between teachers and parents we developed...
Service-learning has been proven to be a high-impact educational pedagogy in many disciplines. It addresses human, and community needs through engaging in community activities. With professional engineering expertise, integrating engineering into service-learning not only can make particularly impactful community service, especially in developing countries where engineering expertise is not always...
The paper is dedicated to the development of modern education technologies in distinct regions on the example of Yamalo-Nenets Autonomous Okrug. The author showed that students in this region are underprivileged besides the level of average income and salary because of a lack of ordinary higher education programs and low Internet quality. The development of e-learning opportunities can increase quality...
The availability of large amounts of information associated with the teaching and learning process challenges researchers to explore this information by using learning analytics to obtain indicators that can contribute to improving the teaching and learning process, particularly in terms of learning outcomes and the relationship students have with the educational institutions they attend. Considering...
Flipped class is a teaching innovation that has been widely applied, but few studies have examined the flipped design from learner interactions perspective. There has been applied social network analysis to a course of 68 adults taught in two sections, one using a traditional design and the other, a flipped design. The results show that the two sections differed in ego centrality measures but not...
Incorporating hardware such as circuits with elements like sensors and actuators into online education platforms presents significant challenges, particularly when the learner and educator are not in the same location as one another. Open-ended design questions, can increase the challenges associated with assessment further still. In the past two years, we have been experimenting with ways to integrate...
The key to succeed in engineering is to master information and the correct use of materials. The learning of the basic concepts of circuit theory, the type of concepts and the form of experimentation, traditionally acquired in educational laboratories, are fundamental and demand new and better tools. The teaching of electric circuit analysis requires students to compare theory and practice of “learning...
Cloud computing has been identified as a new paradigm in the field of computer networks services and has changed the way businesses interact with IT services by offering a strong base of virtualized services in both hardware and software platforms while delivering different on demand business models. This paper presents a new model of Cloud computing combined with E-Learning in schools and universities...
The education sector is going through a very marked change in relation to the needs of students who arrive at Higher Institutions Education (HIEs), and the labor market requirements. There are already solutions that try to meet the new requirements; however, the changing of Information and Communication Technologies (ICT) require a rapid and demanding adaptation. In this context it is assumed that...
The ongoing communicational transformation brought on by digital technology and the increasing imbrication of reticular ecosystems amplify their effects and changes in social life, defining new relationship configurations. The practices and trends of incorporating Information and Communication Technology (ICT) into education, published in the past five years, points to a trend of simply transposing...
Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that...
The importance of electronic education has been increasing, steadily developing, constantly changing and reflecting advances in technologies in the last decade in the Czech Republic. Students can use smart technologies and social application not only for their free time but also for education purposes. Computer, financial and economic literacy represents an inseparable part of current lives. The introduction...
Personalized e-learning environment is desirable in computer programming education. An important issue on personalized e-learning environment is to know the learning status of each student. This article proposes a method, SKP based Student Learning Status Description(SKP-based SLSD), to help instructors to know student individual's learning status in C programming. SKP-based SLSD focus on the syntactic...
Because collaboration plays a key role in today's society, it is beneficial to prepare people at a young age for collaborative work. However, there is no academic or professional consensus on the most effective approach. To remedy this shortcoming, our research will expand on one promising method: the incorporation of collaborative scaffolding into collaborative educational video games. Although there...
The current level of technological evolution and the mass use of social networks sites (SNS), both by individual users and by organizations, brings to light a window of opportunity for the use of these technologies in educational activities. By analysing the existing scientific literature that focus on the adoption of SNS both at individual and organizational level, we were able to identify a gap...
There is now a need to become the studies related to the new teaching-learning models, especially models using web tools such as educational support. The classic models over the years have become obsolete, in addition to this, the new generations are subject to a means quite different from the existing environment when they were created. The use of Web X.0 tools to intervene part of the teaching and...
The RALfie Project began in 2013 with the goal of engaging children and youth with Science, Technology, Engineering and Math learning in formal and informal settings using Remote Access Labs (RAL). A design based research approach is being used to develop and test a peer-to-peer system that incorporates gamification of the system to engage learners in collaboration and communication. The key game...
The interactive demonstration "Scientific Teaching with Tablet PCs" deals with the capabilities of tablets for measurements of physical values and video analysis of motions. The author designed learning scenarios for science teaching in secondary education using sensors and mobile devices in order to enhance the motivation of pupils to deal with scientific issues. These learning scenarios...
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