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This paper presents a pedagogical strategy for the exploration of blended-learning in higher education. A key component is the adoption of Open Space Technology (OST) to group students according to their motivation for the topics to be studied and tasks to be performed, rather than following their personal affinities. We have developed and tested the strategy throughout two academic years. In the...
When there are many possible personalization strategies, it is important to select the most appropriate of them according to the specificities of the course. In this context, rises the contribution of this work, which is the analysis of learning objects as well as the metadata describing them for the selection of appropriate personalization strategy.
The implantation of the European Higher Education Area pursues a profound renewal of the teaching methodologies, emphasizing the role of ICTs to enable possibilities of continuous, lifelong learning. We describe a pioneering project in the application of Interactive Digital TV technologies to higher education, as a means to facilitate the understanding of concepts taught at the Telecommunication Engineering...
This article presents a study carried out on the user-centred design of mobile applications for on-line learning via in-depth interviews of students and ethnographic observations of their commuting context. The objective of the research is to understand the needs and requirements of students who undertake on-line learning and use their commuting time to study or do learning-related tasks. Via the...
Through a pedagogically meaningful process of game-play, content, skills and attitudes can be integrated in the gaming environment to engage learners and enhance learning by game-play. This study examined the process of game-play from the perspective of knowledge transformation. Pedagogical perspectives were proposed to serve as learning frameworks for learning from game-play. It is suggested that...
This paper describes the design and implementation of a ubiquitous learning system called prête-à-apprendre+. The system is based on e-textile components and consists of shirts and fabric pads that communicate through the Zigbee wireless protocol. A simple tag game based on this ubiquitous platform is described.
This work presents a CSCL case study, for evaluating the Collage editor (an IMS-LD compliant authoring tool for collaboration scripts). 21 postgraduate students were guided to work in dyads and design their own CLFP-based collaboration scripts using Collage editor. The study objective was to provide additional evaluation data regarding the usability and efficiency of Collage editor as a tool for supporting...
This paper describes the development of an emotional agent who affects the attitude of students towards learning and helps them overcome learning obstacles. Face to face communication is simulated through synthetic characters that have the potential to portray emotions by recording user's emotions and reacting accordingly. This form of communication might offer new approaches in the educational process...
In the context of educational devices, and of Web portals in particular, the learner and the tutor can be confused by the sheer volume of information available, the evolution of the educational practices in relation to mobile supports and the problems of asynchronous interactions. Our task is to find a way to augment the Web's educational portals using animated characters and mobile supports with...
This paper presents the results of our innovative approach for the realization of a model driven development framework for modeling context-aware adaptive learning activities within Context-aware and adaptive learning environments. Its core element consists of a domain specific visual modeling language called CAAML (Context-aware Adaptive Activities Modeling Language). After, we present the developed...
Within an educational context, adaptation could improve the learning's quality. Many researches are done in the learning-situations adaptation field. The Educational Modeling Languages (EML) and tools provided currently to the teacher for a learning design, as preexistent means in our sense, remain useless by practitioners. In our work we aim to support the practitioner teacher to design and adapt...
Oral reading fluency is essential to overall reading achievements and repeat reading has been found to be an effective strategy for oral reading fluency. Choral reading is the most authentic use of repeated readings in the EFL primary grades. However, teachers have neither sufficient time nor adequate expertise to deal with non-fluent readers. Hence, challenges with oral reading fluency and motivation...
The aim of this work is to support educators in the design process of computer game based learning experiences for teaching children about the risks of emergency. As an educational experience can be tailored to different student needs, the risk characteristics of emergency at hand, and the educational purpose of the experience, the proposed model includes the necessary elements to provide all this...
This article describes the integration within an on-line learning environment - LIFE (Learning in an Interacting Framework to Experience) - of two tools that have been designed to allow "quasi-real-time" and "in situ" monitoring of complex educational "experiences/processes", thanks to the analysis of the traces left by the learners. The two tools allow to monitor and...
The paper presents our experience as designers, developers and administrators of an e-Learning system (LMS) used by the Faculty of Economics of the University of Trento. We recently managed the evolution of the system towards the provision of a new Personal Community Space to the user. This approach is, at first sight, quite similar to the new Web 2.0 and social networks interaction spaces. We will...
This study aims at investigating how learners use various self- and co-regulated learning behaviours in a computer supported collaborative learning environment. A questionnaire was developed to measure students' usage of co-regulated learning behaviours. It is envisioned that the results of this study will inform the science educators in the development of future computer supported collaborative learning...
This paper presents a new proposal for representing the emotional and other contextual features of subtitles to be used in educational and other audiovisual material. The main features include the use of a library of video clips of the faces of Deaf signers expressing emotions and atmospheric paintings and other graphics, as well as the use of font size, colour and type and options for subtitle personalisation...
In a life-long learning context, learners have to perform a lot of writing-based activities, like document analysis, that are seldom assessed by teachers or tutors because this assessment is time-consuming. We introduce a service, Pensum, integrated in a PLE that helps students to understand a course content through writing a synthesis, as well as teachers and tutors to manage this activity. Based...
In this article we present an infrastructure for creating mash up visual representations of the user profile that combines data from different sources. We explored this approach in the context of Life Long Learning, where different platforms or services are often used to support the learning process. The system is highly configurable and adaptive: data sources, data aggregations, and visualizations...
This paper addresses questions of contextual learning experience sharing among users in personal learning environments. As learning environments has become personal and user oriented, a user can acquire knowledge and learning experiences anywhere and anytime by reading public or personal online learning resources aggregated by a set of provided tools. In this paper, we propose a system allowing a...
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