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IFPUG function point (FP) is a technique that is utilized to measure the functional size of a software system. This paper presents experiences of the utilization of the Jigsaw learning technique to reinforce the theoretical concepts about FP taught in a previous traditional lecture class. In the first experience with Jigsaw, students had some misconceptions about the FP measurement process after the...
The rise of mobile cloud computing technology has given a chance to develop various computationally intensive applications for mobile devices. To use this opportunity in education, a new Next Generation Classroom Learning (NGCL) method called "Quiz inline" in the video is introduced. The user interacts with the video by answering the quiz at the end of each concept rather than at the end...
Creating an active learning environment has proved to improve boost higher order thinking skills and skills needed in the workplace. Student Teams Achievement Division (STAD) is one of the Collaborative Learning (CL) strategies where peer collaboration drives the learning process. The purpose of this case study was to ascertain the effectiveness of active learning strategies including STAD collaborative...
We examined the behavior of teachers in the visualized environment by synchronous CSCL in Active Learning. The following points were considered. •The use of edutab decreased the total amount of teacher speaking by the visualization of the learning state as well as the learning environment. It was found that speaking about objectives decreased, about visualization increased, and about time did not...
Collaborative learning empowers students' learning by encouraging students own construction of knowledge through collaborative tasks. However, lack of reasoning skills could limit meaningful knowledge creation process during collaborative learning. In order to enhance reasoning skills, clear guidelines for scaffolding are necessary. Vygotsky (1978) suggested that learning must occur within a student-centered...
Aggregated research evidence suggests that active learning and student-centered instruction are positively associated with student achievement; however, context-specific studies in engineering classes indicated inconsistent results. To further investigate the effects of classroom environment and the amount of active learning on student achievement, we conducted a quasi-experimental study. We compared...
Groupwork is core to the educational process at all levels, with peer learning activities demonstrated to be an important component in exploring new idea spaces. Recent advances in technology encourage a re-examination of ways that technology can support and expand groupwork. This paper examines how large multi-touch tabletop displays can be used by students in group information exploration, creation,...
During the last few years, technology has been developing rapidly affecting all aspects of everyday life. New concepts, like Mobile Learning (mLearning), have already been introduced in the educational process. In this paper, we focus on mLearning through smartphones. The main aim is to approach learning through smartphones with respect to the existing educational and legal frameworks. We focus on...
This article presents a collaborative game based on tangible interaction, called ITCol (Tangible Interaction for Collaboration). It has been developed to tackle a specific educational need in the context of a post-graduate course at a School of Computer Science. The purpose of the application is, through a detective game, to help adult students experience and experiment with collaborative work. ITCol...
The constant development of information technology and communication has opened up new learning opportunities, and it has recognized the potential of new technologies and ways they can be exploited, therefore, it has increased the number of digital technology applications that support teaching and learning. In these cases, Technology has also had a great boom to support collaborative learning. Taking...
Integration of collaborative learning in MOOCs (Massive Open Online Courses) is an open research challenge. However, team formation and subsequent management are complex tasks that depend on multiple factors, both pedagogical and technological. To fulfill these tasks, it would be helpful to provide teachers with supporting tools. This paper analyzes the factors influencing the formation of teams in...
The paper discusses the experience in promoting knowledge work practices in secondary and university education. The results of conducted pilots with analysis of students' reflections are considered for several cases at different educational levels. Design patterns to capture pedagogical solutions which seem to successfully address challenges faced are also presented.
In order to determine the innovative service attributes of the e-book service model, the study proposed the Kano model with the strategic experiential module (SEM). First, the study identified sixteen attributes that affect the innovative services of e-book through expert panel discussion and key customer interviews. These attributes were then grouped into the five elements of the experience marketing...
Collaborative Learning is seen as an effective leaning strategy to increase students' achievement, create positive relationships among learners in online education. The traditional hypothesis of partner selection in collaborative learning is that teachers must be skilled at the task to assign the learning partners, or the collaboration will not benefit an individual if he or she is below a certain...
In this study, we adopt the concept of freezeframe dramas in transforming the learning objectives in textbooks into the four-cell comic drama performance. Learners utilize tablet computers to record sounds and images to complete their dramas as the means of increasing their motivation in learning. We name such freeze-frame comic dramas on tablets as the Video Comic Drama. In order to enhance students'...
Learning now occurs in various manners in social networks, utilizing practice communities and learning networks. In this context, students are interested in exploring learning activities of other students without having to read through large quantities of textual content. Students tend to be interested in finding information concerning their majors, contents of their subjects and their co-learners...
Collaborative Online International Learning is a new approach to teaching and learning that brings together geographically distant instructors and students from different lingua-cultural backgrounds to communicate and collaborate through online communication tools. This study communicates the lessons learned from a collaboration case study between Suranaree University of Technology and the State University...
There is a need for collaborative learning that promotes students' diverse interactions in online platforms. The purpose of this study is to investigate four types of interaction (social, learning, egocentric and allocentric interaction) in collaborative learning environment that based on Moodle and WeChat. The sample of this study includes 78 students (age 20-24) in China who have experience using...
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the following: a) a pedagogical game agent, b) non-playing characters,...
Virtual learning community is a kind of learning environment based on network is a new type of learning organization. However, Virtual Learning Community in the teaching data is often messy, fragmentary, it's value is often difficult to be detected and reasonable to use data mining techniques to deal with data will give us a analysis to study the effect of get twice the result with half the effort...
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