1,110 research outputs found

    Anytime-Anywhere: Personalised Time Management in Networking for e-Learning

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    Personalisation in the provision of higher education (HE) has gained traction driven by socio-economic, demographic, and employment changes in the student population.  Concomitant with these changes is the evolving capability and ubiquity of mobile technologies.  These developments have resulted in interest in e-learning to accommodate the diverse student population and leverage the power of mobile technologies.  To address the changing educational demands ‘anytime-anywhere' personalised e-learning utilising mobile technologies is becoming ubiquitous in the domain of HE, and increasingly e-learning is embracing Web 2.0 technologies to provide networking functionality at both a pedagogic and personal level.  Personalisation requires the creation of an individual's profile (termed a context), a context defining and describing a user's current state.  This article considers personalised e-learning in a university domain with consideration of networking (in a collaborative and social networking sense).  Following consideration of the factors driving the interest in and take-up of e-Learning (in a mobile context) Web 2.0 technologies will be considered.  The nature of context and context and related research is considered followed by a brief overview of the proposed approach which is designed to enable effective personalisation with constraint satisfaction and predictable decision support.  The article closes with final observations and conclusions

    Harnessing Technology: preliminary identification of trends affecting the use of technology for learning

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    E-LEARNING OR CLASSIC EDUCATION?

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    The digital environment extents obvious the sphere, being used to provide information and to express ideas in different manners: verbal, visual, auditory or a mix by all these. As result, for educators will be more and more difficult to favour the handle of verbal language to detriment of others expression modalities. Internet becomes, in every day, the referee of education and culture access, and the most adequate form from to come in the meet of knowledge needs and continuous formation is E-Learning.educational add value, higher education services, academics sites, e-learning, marketing research, consumer

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Third international workshop on Authoring of adaptive and adaptable educational hypermedia (A3EH), Amsterdam, 18-22 July, 2005

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    The A3EH follows a successful series of workshops on Adaptive and Adaptable Educational Hypermedia. This workshop focuses on models, design and authoring of AEH, on assessment of AEH, conversion between AEH and evaluation of AEH. The workshop has paper presentations, poster session and panel discussions

    Assessing context-based learning: Not only rigorous but also relevant

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    Economic factors are driving significant change in higher education. There is increasing responsiveness to market demand for vocational courses and a growing appreciation of the importance of procedural (tacit) knowledge to service the needs of the Knowledge Economy; the skills in demand are information analysis, collaborative working and 'just-in-time learning'. New pedagogical methods go some way to accommodate these skills, situating learning in context and employing information and communications technology to present realistic simulations and facilitate collaborative exchange. However, what have so far proved resistant to change are the practices of assessment. This paper endorses the case for a scholarship of assessment and proposes the development of technology-supported tools and techniques to assess context-based learning. It also recommends a fundamental rethink of the norm-referenced and summative assessment of propositional knowledge as the principal criterion for student success in universities

    Designing and evaluating a contextual mobile learning application to support situated learning

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    This research emerged from seeking to identify ways of getting Human-Computer Interaction Design students into real world environments, similar to those in which they will eventually be designing, thus maximising their ability to identify opportunities for innovation. In helping students learn how to become proficient and innovative designers and developers, it is crucial that their ‘out of the classroom’ experience of the environments in which their designs will be used, augments and extends in-class learning. The aim of this research is to investigate firstly, a blended learning model for students in higher education using mobile technology for situated learning and, secondly, the process of designing a mobile learning app within this blended learning model. This app was designed, by the author, to support students in a design task and to develop their independent learning and critical thinking skills, as part of their Human-Computer Interaction coursework. The first stage in designing the system was to conduct a comprehensive contextual inquiry to understand specific student and staff needs in the envisaged scenario. In addition, this research explores the challenges in implementing and deploying such an app in the learning context. A number of evaluations were conducted to assess the design, usability and effectiveness of the app, which we have called sLearn. The results show an improvement in scores and quality of assessed work completed with the support of the sLearn app and a positive response from students regarding its usability and pedagogic utility. The promising results show that the app has helped students in developing critical thinking and independent learning skills. The research also considers the challenges of conducting an ecologically valid study of such interventions in a higher education setting. There were issues discovered in regards to the context of use such as usability of interface elements and feeling self-conscious in using the app in a public place. The model was tested with two other student cohorts: User Experience and Engineering students, to further investigate best practice in deploying mobile learning in higher education and examine the suitability of this learning model for different disciplines. These trials suggest that the model is indeed suitable and, the engineering study in particular has demonstrated that it has the potential to support the learning in-situ of students from non-computing disciplines
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