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This paper describes the use of a space usage determination algorithm for teaching signal processing and machine learning concepts to undergraduate electrical engineering and computer science students. An Android device transmits a high-frequency signal in an unknown space. The device determines the reflective properties of this unknown space by analyzing the received signal. Based on the features...
This paper presents preliminary findings of a study of mobile-supported digital storytelling as a frame for inquiry-based museum learning. The first in a series of trials is presented, which involved 26 13-14 years old students of an international school in Thessaloniki, Greece, and comprised intervention lessons as part of the Art History curriculum and a trip to an ethnographic museum. The students...
The demonstration employs mainstream apps and settings on mobile devices to teach photography to participants who are blind, visually impaired and sighted. The demonstration uses principles of universal design for learning. Participants bring their own devices: iOS and Android.
In this paper, the authors introduce an easy way to learn Chinese language with mnemonic method through mobile game. This method refers to primary school students. Some of them felt Chinese language was difficult, especially Chinese characters. As a beginner, Chinese characters will seem strange during learn Chinese language. It can decreased children's motivation to learning. In modern age, the authors...
One of the biggest challenges teachers are facing is the inability of students to interact with each other. The instructor may ask for students' opinion, their ideas and whether they agree or disagree on a given problem or statement, without getting any feedback. However, some students have communication difficulties, and those who can have the correct answer may feel uncomfortable, and therefore...
To enhance the computer science curriculum, a mobile device application (smart phone app), Kizzle, was developed and is currently tested in an introductory course in computer science. The motivation for the app comes from recent literature that indicates that women and students of color are less likely to participate in class, either to ask or answer questions [1][2]. As a result of this “shyness”...
A case study on Colorado Technical University's development and release of its CTU Mobile app for students. This paper includes mobile user research findings, functionality objectives, KPIs underway to evaluate adoption and impact, and best practices for universities considering a mobile app.
Teacher' assessment comprises a basic element for the development of academy. In fact, there are many factors that can influence it. Therefore, it is important to consider the way in which certain factors provide information about the performance and efficiency of university professors. Our proposal consists of using data envelopment analysis with the aim of showing how one can adequately estimate...
This paper reports the experience of running a professional development workshop on advanced computing technologies for high and middle school computer teachers. The workshop introduced the teachers to new trends in computing technologies to be applied in the classroom. Thirty-two teachers took part in the workshop and benefited from its content. The workshop covered four different hot computing topics,...
App Inventor (AI) for Android is a block-based programming environment that enables nonprogrammers to create fully functional mobile applications for Android phones by dragging and dropping code blocks. Since the launch of AI, many improvements were applied to it, which aimed to increase its effectiveness in promoting programming education for beginners. In our workshop, which targeted high school...
This paper introduces an application for mobile devices to improve the transmission of knowledge in the classroom and to make the process more efficient and interesting for the students. The system would improve interactions in a crowded classroom with little waiting time and would result in an increase in students' participation. Additionally, this application provides an attendance feature which...
This article draws on the design and implementation of three mobile learning projects introduced by Flanagan in 2011, 2012 and 2014 engaging a total of 206 participants. The latest of these projects is highlighted in this article. Two other projects provide additional examples of innovative strategies to engage mobile and cloud systems describing how electronic and mobile technology can help facilitate...
Learning that meets individual needs of the learner and effectively engages learners results in a more satisfying and positive learning experience. However, how to efficiently adhere to individual learners' needs as well as fully engage learners in online learning especially in an environment in which technology and approaches to learning are all in transition still poses a great challenge. In attempt...
In this paper, the authors report the initial development stages of Jeliot Mobile, a tool that aims to bring the benefits of visualization to the new generation of learners that makes use of new technologies. From the research point of view the authors want to 1) frame the development of the tool in the socio-constructivist paradigm, and 2) bring the learner-centeredness via participatory design....
The need to shift from traditional teaching perspective to novel learning paradigms, mobile computing and experiential coursework is nowadays so relevant that both educators, curriculum designers and institutions must cope with these innovations, by progressively absorbing them into their programs. In such a scenario, we firmly believe that the actual pervasivity of mobile devices amongst learners...
In less than a decade, mobile and wireless technology has quickly evolved providing us means for pervasive computation and communication. Therefore, users quickly shifted from desktop/laptop computers to mobile devices like smartphones and tablets. This technology is part of everyday life, influencing almost all activities, including the way they learn. In this paper, we consider the use of mobile...
Massive Online Open Courses (MOOCs) are growing substantially in numbers, and also in interests from the educational community. However, MOOCs' high dropout rate has drawn researchers' attention. And this phenomenon also reflects the effectiveness in terms of usability of MOOCs. Combining with the aim of improving MOOCs' usability, this paper explores MOOCs learning resources design theories, and...
New technologies in education have accelerated access to information, improved the relationship between learners and to some extent, contributed to the sharing of knowledge and experience. The combination of such developments with the rapid technological innovations in the field of mobile devices highlights the need for these devices to be utilized properly, while studying their pedagogical/ educational...
Augmented reality has the potential to provide powerful, contextual, and situated learning experiences for medical students. There are need learning theories to guide the design of AR in health education to bring out the potentials. The objectives of this paper is to present the learning theories which could be supported AR in health education. We propose use situation learning, experiential learning;...
The paper presents a review on, and analysis of, the design, development and evaluation of experiences of learning through the ‘Sustainability Serious Game’. The mobile game has been developed as means of helping public authorities to collect information and feedback on how public spaces could be improved based on collective intelligence procedures. Furthermore, as part of enhancing learning, the...
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