195 research outputs found

    Ubiquitous learning architecture to enable learning path design across the cumulative learning continuum

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    The past twelve years have seen ubiquitous learning (u-learning) emerging as a new learning paradigm based on ubiquitous technology. By integrating a high level of mobility into the learning environment, u-learning enables learning not only through formal but also through informal and social learning modalities. This makes it suitable for lifelong learners that want to explore, identify and seize such learning opportunities, and to fully build upon these experiences. This paper presents a theoretical framework for designing personalized learning paths for lifelong learners, which supports contemporary pedagogical approaches that can promote the idea of a cumulative learning continuum from pedagogy through andragogy to heutagogy where lifelong learners progress in maturity and autonomy. The framework design builds on existing conceptual and process models for pedagogy-driven design of learning ecosystems. Based on this framework, we propose a system architecture that aims to provide personalized learning pathways using selected pedagogical strategies, and to integrate formal, informal and social training offerings using two well-known learning and development reference models; the 70:20:10 framework and the 3–33 model

    Discovery of the potential role of sensors in a personal emergency response system: what can we learn from a single workshop?

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    Capturing knowledge from domain experts is important to effectively integrate novel technological support in existing care processes. In this paper, we present our experiences in using a specific type of workshop, which we identified as a decision-tree workshop, to determine the process and information exchange during the usage of a Personal Emergency Response System (PERS). We conducted the workshop with current and possible future users of a PERS system to investigate the potential of context-and social awareness for such a system. We discuss the workshop format as well as the results and reflection on this workshop

    Mobile english vocabulary learning based on concept-mapping strategy

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    The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis

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    AbstractMobile devices such as laptops, personal digital assistants, and mobile phones have become a learning tool with great potential in both classrooms and outdoor learning. Although there have been qualitative analyses of the use of mobile devices in education, systematic quantitative analyses of the effects of mobile-integrated education are lacking. This study performed a meta-analysis and research synthesis of the effects of integrated mobile devices in teaching and learning, in which 110 experimental and quasiexperimental journal articles published during the period 1993–2013 were coded and analyzed. Overall, there was a moderate mean effect size of 0.523 for the application of mobile devices to education. The effect sizes of moderator variables were analyzed and the advantages and disadvantages of mobile learning in different levels of moderator variables were synthesized based on content analyses of individual studies. The results of this study and their implications for both research and practice are discussed

    TOWARDS USABILITY INTEGRATION INTO E-LEARNING DESIGN

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    While e-learning use has sharply increased, the drop-out rate is high. This paper addresses some of the aspects that cause users to reject e-learning and not finish. It focuses on the concept of “usability”, especially pedagogical usability that is currently central to usability design. While the term is nebulous, it is identified by attributes such as learnability, efficiency and (subjective) satisfaction. Attributes can be measured and designers add new ones as the need arises. Satisfaction has become the focus of pedagogical usability experts who claim the term includes motivational and emotive factors and may be measured by psychometric testing. Currently, efforts are underway to integrate pedagogical usability into e-learning design and create attractive, flexible features that are easy to handle and available on demand. Efforts are also underway to design mobile learning that incorporates usability principles. Usability improvements have been incremental because the e-learning process is not clear to designers, but it is expected that awareness and innovations will correct this problem in the future

    Concept Mapping as a Tool for Enhancing Self-Paced Learning in a Distance Scenario

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    Researchers have determined that concept maps serve as effective tools in the traditional science classroom. The purpose of this experimental study was to investigate concept mapping as a tool for student knowledge acquisition in 10th grade science for students in distance learning situations. Research questions were designed to investigate the influence of concept mapping on rate and quality of student knowledge acquisition and retention. This study was a pretest-posttest 2-group comparison study, constructivist in nature and based on the theory of cognitive learning. Participants included 36 students in the 10th grade at an inner-city school in the United States. Control and treatment groups participated in completing pre and posttesting to establish standards for initial understanding and knowledge acquired. Pretest scores were used in a 2-tailed t test to establish equivalence between groups at the beginning of the study. ANOVA was used with test gains to determine differences between treatment and control groups. Cronbach\u27s alpha was conducted to test for concept map interrater reliability. A 2-tailed t test for matched groups was used with concept map scores and treatment group test gains to determine any relationship. No statistically significant relationship between the use of concept maps and distance learning was found. Recommendations for future research include a wider age range for participants and investigations of academic areas such as reading, writing, mathematics, and language acquisition, native and foreign. Implications for positive social change include research with altered parameters to identify an existing tool that may be used by students in the traditional classroom as well as in distance-learning scenarios

    Research on ICT in K-12 schools e A review of experimental and survey-based studies in computers & education 2011 to 2015

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    International audienceWhat is the role of a journal? Is it to follow the research or lead it? For the former, it is to serve as an archival record of the scholarship in a field. It can serve to permit the research community to engage with each other via the written record. But, for the latter, it can serve the research community by pointing out gaps in the research based on the archival record. This review is intended to do just that

    Ubiquitous Computing in Education: A SWOT Analysis by Students and Teachers

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    ABSTRACT Learning from anywhere anytime is a contemporary phenomenon in the field of education that is thought to be flexible, time and cost saving. The phenomenon is evident in the way computer technology mediates knowledge processes among learners. Computer technology is however, in some instances, faulted. There are studies that highlight drawbacks of computer technology use in learning. In this study we aimed at conducting a SWOT analysis on ubiquitous computing and computer-mediated social interaction and their affect on education. Students and teachers were interviewed on the mentioned concepts using focus group interviews. Our contribution in this study is, identifying what teachers and students perceive to be the strength, weaknesses, opportunities and threats of ubiquitous computing and computer-mediated social interaction in education. We also relate the findings with literature and present a common understanding on the SWOT of these concepts. Results show positive perceptions. Respondents revealed that ubiquitous computing and computer-mediated social interaction are important in their education due to advantages such as flexibility, efficiency in terms of cost and time, ability to acquire computer skills. Nevertheless disadvantages where also mentioned for example health effects, privacy and security issues, noise in the learning environment, to mention but a few. This paper gives suggestions on how to overcome threats mentioned. Keywords: Ubiquitous Computing, Education, SWOT, Computer-mediated social interaction INTRODUCTION The term "ubiquitous computing" was first coined by Mark Weiser of Xerox PARC in 1988 who wrote, "The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it" (Wesier, 1991). Weiser's visionary reflections of such technologies and those of others were later believed to have transformed the way we interact and go about our daily lives. Practically, today we live surrounded by "ubiquitous" technology which is "invisible" to us. Like Weiser, a similar dream was envisioned by Turing, the father of Artificial Intelligence (AI) when he noted that: "What I would very much like to do is to educate a computer, partly by direct training, partly by letting it find out things for itself. We don't know how to do this yet, but I believe that it will be achieved in the very near future" (Feigenbaum, 1996 p.102). What is evident today is that we do not find out "things" by ourselves but the computers do that for us. Our intellect is influenced by technology which makes our operations ubiquitous

    A review of the types of mobile activities in mobile inquiry-based learning

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    Inquiry-based Learning is increasingly suggested as an efficient approach for fostering learners’ curiosity and motivation. It helps learners to develop their ability to work in complex and unpredictable environments making them more critical thinkers and agentic learners. Although mobile technology is a suitable support for this learning process, there is a lack of practical strategies for educational practitioners to enact the right balance between enabling the agency and supporting the students through the mobile technology. Thus, we conducted a literature review that analyzed 62 studies on mobile inquiry- based learning. The analysis focused on the level of agency supported by mobile technology. This review study provided two main results. The first result is a two-layer classification –with five types and twelve subtypes– of the most common mobile activities used in inquiry-based learning. The types and subtypes are: 1) Direct instruction formed by 1a) location guidance, 1b) procedural guidance and 1c) metacognitive guidance, 2) Access to content formed by 2a) fixed and 2b) dynamic content, 3) Data collection that consists of 3a) cooperative and 3b) collaborative data collection, 4) Peer-to-peer communication formed by 4a) asynchronous and 4b) synchronous social communications and 5) Contextual support that includes 5a) augmented experience, 5b) immersive experience and 5c) adaptive feedback. The second result consists of an analytical framework –based on six dimensions– to assess the level of agency supported by the different types of mobile activities. The learners’ agency dimensions are: 1) Goals, 2) Content, 3) Actions, 4) Strategies, 5) Reflection and 6) Monitoring. Finally, the review presents insights on how this analytical framework can be used by educational practitioners to identify mobile activities that effectively balance learners’ agency with mobile technology. http://www.sciencedirect.com/science/article/pii/S0360131517302397?via%3Dihu
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