122 research outputs found

    ADAPTING mLEARNING ENVIRONMENTS ON LEARNERS’ COGNITIVE STYLES AND VISUAL WORKING MEMORY SPAN

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    The research that is described in this paper focuses on incorporating theories of individual differences in information processing within the context of mobile hypertext and hypermedia interactive environments. Based on previous findings of the authors in the field of adaptive eLearning, the main purpose was to enhance the quality of information presentation and users’ interactions in the Web by matching their specific needs and preferences. Our more recent experiments, explore how to improve learning process by adapting course content presentation to student cognitive styles and capabilities in mobile environments such as PDA phones. A framework has been developed to comprehensively model student’s cognitive styles and visual working memory span and present the appropriate subject matter, including the content, format, guidance, etc. to suit an individual student by increasing efficiency during interaction. Main aim is to overcome constraints like small screen size and processing/memory capabilities for navigation enhancements that limit the presentation and guidance of the material. An increase on users’ satisfaction as well as more efficient information processing (both in terms of accuracy and task completion time), has been observed in the personalized condition than the original one. Consequently, it is supported that human factors may be used in order to enhance the design of mobile hypertext (or hypermedia) environments in a measurable and meaningful way

    ALT-C 2012 Conference Proceedings

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    ALT-C 2012 Conference Proceedings:A confrontation with reality

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    ALT-C 2012 Conference Proceedings:A confrontation with reality

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    The integration of mobile learning app-based quiz-games in higher education teaching of anatomical sciences

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    Background: Mobile learning (mLearning) and gamification are two potential pedagogical tools that are continuously evolving in Higher Education. Their efficiency as learning tools is not fully understood and their use by staff is sporadic and sometimes viewed poorly compared to traditional methods. Aim: To determine a framework of best practice for the integration of mLearning app based quiz-games into the Higher Education (HE) teaching of anatomical sciences. This thesis presents three studies, which aim to 1) evaluate mLearning quiz-games as a revision tool for an anatomy online examination 2) and 3) investigate the effect of pre-seminar mLearning quiz gameplay on knowledge acquisition, retention and engagement in anatomy. Method: The data collection was performed over a two year period in a level 4 anatomy module for Sport and Exercise Science students. All three studies employed an experimental mixed methods approach within an action research framework to allow the development of the project in a naturalistic way. Study One was completed over two cohorts, 2014-15 (n=125) and 2015-16 (n=121). The module has four assessment points, A1, A2, A3, A4 where A1-3 are online assessments with a mixture of Multiple Choice Questions, labelling and matching questions and A4 is a viva voce. Students did A1, A2 and A4 as normal but at A3 they were offered a choice to revise as normal, the control group (n= 164) or to play mLearning games (n=87) for 15 minutes prior to the assessment on a tablet or smartphone device. All students completed a modified Study Process Questionnaire (SPQ) post-assessment and then for triangulation of data online focus groups were completed (n=84) as well as extended semi-structured interviews (n=9). Study Two was completed in 2015-16 using the same module as Study One. Over two consecutive weeks students were videoed in a two hour seminar session where in week one they did 15 minutes of no formal class preparation (n=87) and in week two they did 15 minutes of mLearning games (n=87). Students did a plenary and recap class Socrative quiz every week where the plenary scores indicate knowledge acquisition and the difference between the plenary and recap scores of subsequent weeks indicates knowledge retention. Observational behavioural engagement analysis was completed using an adapted coding system and students completed the National Survey of Student Engagement following each seminar. Study Three was completed on the same cohort in semester two using a randomised repeated measures design for the knowledge acquisition and knowledge retention scores over three weeks with three 15 minute interventions; Games, Control and Games plus question generation before class. Results: Study One found that the Games group performed better at A3 with no difference at A2 or A1 (p<0.0.01) but no differences were found in the SPQ surface and deep learning motives and strategies. Students revealed reasons for using mLearning quiz-games were primarily the fun, visual stimulation, instant feedback and accessibility. Study Two found that playing quiz-games prior to class increased on-task behaviours and peer interaction and improved knowledge acquisition and retention scores (p<0.01). Study Three agreed but found no difference in the Games-plus questions group compared to the control or games groups. Conclusions: The studies reveal the positive effect that mLearning quiz-games can have on achievement and engagement both in class and as a revision tool prior to assessment. The results of all three studies have been used to inform the proposed Mobigames framework for the integration of mLearning quiz-games in HE teaching. The framework has four key aspects: Information, Facilitation, Learning and Timing

    Augmented Reality and Context Awareness for Mobile Learning Systems

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    Learning is one of the most interactive processes that humans practice. The level of interaction between the instructor and his or her audience has the greatest effect on the output of the learning process. Recent years have witnessed the introduction of e-learning (electronic learning), which was then followed by m-learning (mobile learning). While researchers have studied e-learning and m-learning to devise a framework that can be followed to provide the best possible output of the learning process, m-learning is still being studied in the shadow of e-learning. Such an approach might be valid to a limited extent, since both aims to provide educational material over electronic channels. However, m-learning has more space for user interaction because of the nature of the devices and their capabilities. The objective of this work is to devise a framework that utilises augmented reality and context awareness in m-learning systems to increase their level of interaction and, hence, their usability. The proposed framework was implemented and deployed over an iPhone device. The implementation focused on a specific course. Its material represented the use of augmented reality and the flow of the material utilised context awareness. Furthermore, a software prototype application for smart phones, to assess usability issues of m-learning applications, was designed and implemented. This prototype application was developed using the Java language and the Android software development kit, so that the recommended guidelines of the proposed framework were maintained. A questionnaire survey was conducted at the University, with approximately twenty-four undergraduate computer science students. Twenty-four identical smart phones were used to evaluate the developed prototype, in terms of ease of use, ease of navigating the application content, user satisfaction, attractiveness and learnability. Several validation tests were conducted on the proposed augmented reality m-learning verses m-learning. Generally, the respondents rated m-learning with augmented reality as superior to m-learning alone

    The Augmented Learner : The pivotal role of multimedia enhanced learning within a foresight-based learning model designed to accelerate the delivery of higher levels of learner creativity

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    The central theme for this dissertation lies at the intersection of multisensory technology enhanced learning, the field of foresight and transformative pedagogy and their role in helping to develop greater learner creativity. These skills will be key to meeting the needs of the projected growing role of the creative class within the emerging global workforce structure and the projected growth in R&D and the advancement of human-machine resource management. Over the past two decades, we have traversed from the Industrial Age through the Information Age into what we now call postnormal times, manifested partly in Industry 4.0. It is widely considered that the present education system in countries with developed economies is not optimised for delivering the much-needed creative skills, which are prominent amongst the critical 21st C skills required by the creative class, (also known as creatives), which will be increasingly dominant in terms of near future employability. Consequently, there will be a potential shortfall of creatives unless this issue is rapidly addressed. To ensure that the creative skills I aimed to enhance were relevant and aligned with emerging demands of the changing landscape, I deconstructed the critical dimensions, context, and concept of creativity in postnormal times as well as undertaking in-depth research on the potential future workscape and the future of education and learning, applying a comprehensive foresight approach to the latter using a 2030-2040 horizon. Based upon the outcomes of these studies I designed an experimental integrative learning system that I have applied, researched, and evolved over the past 4 years with over 150 students at PhD and master’s level. The system is aimed at generating higher levels of creative engagement and development through a focus on increased immersion and creativity-inducing approaches. The system, which I call the Living Learning System, is based upon eight integrated elements, supported by course development pillars aimed at optimizing learner future skill competencies and levels of creativity for which I apply severalevaluation techniques and metrics. Accordingly, as the central hypothesis of this dissertation, I argue that by integrating the critical elements of the Living Learning System, such as emerging multisensory technology enhanced learning coupled with optimised transformative and experiential learning approaches, framed within the field of foresight, with its futures focus and decentralised thinking approaches, students increase their ability to be creative. This increased ability is based on the student attaining a richer level of personal ambience through deeper immersion generated through higher incidence of self-direction, constructivism-based blended pedagogy, futures literacy, and a balance of decentralised and systems-based thinking, as well as cognitive and social platforms aimed at optimizing learner creative achievement. This dissertation demonstrates how the application of the combined elements of the Living Learning System, with its futures focus and its ensuing transdisciplinary curricula and courses, can provide a clear path towards significantly increased learner creativity. The findings of the quantitative, questionnaire-based research set out in detail in Chapter 9, together with the performance and creativity evaluation models applied against the selected case studies of student projects substantiate the validity of the hypothesis that the application of the Living Learning System with its futures focus leads to increased creativity in line with the needs of the postnormal era.publishedVersio

    Towards the Development of an Effective Online Language Learning Model in a University Environment

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    [ES] Esta tesis documenta el progreso hacia un modelo de aprendizaje de lenguas online. A pesar de las recientes innovaciones en el aprendizaje online, se necesita un conocimiento mĂĄs profundo de lo que significa aprender online para poder garantizar que la experiencia del aprendizaje de lenguas sea mejor para todos. Los estudiantes a menudo se sienten abrumados con la tecnologĂ­a a expensas de una pedagogĂ­a adecuada. Esta tesis explora la naturaleza de aprender una lengua online. El estudio investiga cĂłmo los recientes avances tecnolĂłgicos han propiciado que el aprendizaje de una lengua se estĂ© transformando, pasando de ser una actividad presencial a ser una actividad online. En el proceso de cambio a un entorno online, los profesores deben aprender nuevas formas de interactuar con los alumnos y compartir conocimientos. Esto significa que debemos volver a pensar cĂłmo adquirirĂĄ el alumno las competencias lingĂŒĂ­sticas. Esta tesis sostiene que analizar las opiniones de los estudiantes es un paso esencial hacia el diseño y desarrollo de un modelo de aprendizaje de idiomas online. La tesis comienza con la revisiĂłn de la literatura existente relacionada con el aprendizaje y la tecnologĂ­a online (tecnologĂ­as multimedia, aprendizaje asistido por ordenador, la relaciĂłn entre la lingĂŒĂ­stica de corpus y el aprendizaje de lenguas online, el uso de tecnologĂ­as mĂłviles, el uso de juegos, la simulaciĂłn y la realidad virtual, el impacto de las redes sociales). Para la metodologĂ­a, hemos utilizado un diseño mixto cuasi experimental. Hemos recogido datos de varias fuentes y los hemos analizado para disponer de la informaciĂłn necesaria para asĂ­ poder diseñar un modelo de aprendizaje de lenguas online. En primer lugar, se ha llevado a cabo una investigaciĂłn inicial en el aula para descubrir y analizar algunas ideas bĂĄsicas que los estudiantes tienen sobre el uso de herramientas para el aprendizaje de idiomas online. En segundo lugar, hemos examinado los contenidos y la estructura de los libros de texto electrĂłnicos como representativos de una especie de paso intermedio hacia un curso de aprendizaje de idiomas online. En tercer lugar, hemos analizado Massive Open Online Courses. En cuarto lugar, ofrecemos un anĂĄlisis sobre el diseño adecuado y apropiado de cuestionarios. A continuaciĂłn, presentamos el razonamiento en el que basamos los tres cuestionarios utilizados en nuestra investigaciĂłn. El primer cuestionario se centraba principalmente en el papel de Internet como herramienta de aprendizaje de idiomas. En el segundo cuestionario los alumnos tuvieron que evaluar sitios web para el aprendizaje de idiomas. En nuestro tercer cuestionario abordamos la cuestiĂłn de las actividades de aprendizaje de idiomas. El cuestionario pretendĂ­a descubrir las opiniones de los estudiantes sobre diferentes tipos de actividades de aprendizaje de idiomas, que iban desde actividades cortas, tradicionales, formales a actividades de mayor duraciĂłn tipo proyecto. El CapĂ­tulo IV estĂĄ dedicado principalmente a valorar los resultados del anĂĄlisis de nuestra investigaciĂłn inicial en el aula, el anĂĄlisis de los libros de texto electrĂłnicos y sus correspondientes plataformas online, el anĂĄlisis de los MOOC para el aprendizaje de idiomas y el anĂĄlisis de las respuestas de los alumnos a los tres cuestionarios. El CapĂ­tulo V presenta un modelo de aprendizaje de idiomas online. Esta investigaciĂłn contribuye a mejorar la experiencia de aprendizaje de idiomas online al hacer explĂ­citos los pasos que se deben seguir para desarrollar un curso de idiomas online impulsado por la pedagogĂ­a y fundamentado en las tecnologĂ­as mĂĄs recientes. El modelo puede convertirse en una herramienta de toma de decisiones (una guĂ­a y lista de verificaciĂłn para el diseño de cursos de idiomas online). AdemĂĄs, contribuye a la discusiĂłn sobre la mejor manera de integrar herramientas, tareas y aprendizaje de lenguas, una parte fundamental del proceso de apr[CA] Esta tesi documenta el progrĂ©s cap a un model d'aprenentatge del llengĂŒes en lĂ­nia. A pesar de les recents innovacions en l'aprenentatge en lĂ­nia, Ă©s necessari un coneixement mĂ©s profund del que significa aprendre en lĂ­nia per tal de poder garantir que l'experiĂšncia de l'aprenentatge de llengĂŒes siga millor per a tots. Els estudiants sovint se senten desbordats davant la tecnologia a falta d'una pedagogia adequada. Esta tesi explora la naturalesa d'aprendre una llengua en lĂ­nia. L'estudi investiga com els recents avanços tecnolĂČgics han propiciat que l'aprenentatge d'una llengua passe de ser una activitat presencial a ser una activitat en lĂ­nia. En el procĂ©s de canvi a un entorn en lĂ­nia, els professors han d'aprendre noves formes d'interactuar amb els alumnes i compartir coneixements. AçĂČ significa que hem de tornar a pensar com adquirirĂ  l'alumne les competĂšncies lingĂŒĂ­stiques. Esta tesi sostĂ© que una anĂ lisi de les opinions dels estudiants Ă©s un pas essencial cap al disseny i desenvolupament d'un model d'aprenentatge d'idiomes en lĂ­nia. La tesi comença amb la revisiĂł de la literatura existent relacionada amb l'aprenentatge i la tecnologia en lĂ­nia (tecnologies multimĂšdia, aprenentatge assistit per ordinador, la relaciĂł entre la lingĂŒĂ­stica de corpus i l'aprenentatge de llengĂŒes en lĂ­nia, l'Ășs de tecnologies mĂČbils, l'Ășs de jocs, la simulaciĂł i la realitat virtual, l'impacte de les xarxes socials). Per a la metodologia, s'ha usat un disseny mixt quasi experimental. S'han recollit dades de fonts diverses i les hem analitzat per tal de disposar de la informaciĂł necessĂ ria per poder dissenyar un model d'aprenentatge de llengĂŒes en lĂ­nia. En primer lloc, hem dut a terme una investigaciĂł inicial en l'aula per tal de descobrir i analitzar algunes idees bĂ siques que els estudiants tenen sobre l'Ășs de ferramentes per a l'aprenentatge d'idiomes en lĂ­nia. En segon lloc, hem examinat els continguts i l'estructura dels llibres de text electrĂČnics com representatius d'una espĂšcie de pas intermedi cap a un curs d'aprenentatge d'idiomes en lĂ­nia, ja que molts d'estos llibres de text vĂ©nen acompanyats d'una plataforma en lĂ­nia. En tercer lloc, hem analitzat Massive Open Online Courses. En quart lloc, fem una anĂ lisi sobre quin Ă©s el disseny adequat per als qĂŒestionaris. A continuaciĂł, presentem el raonament en quĂš basem els tres qĂŒestionaris emprats en la nostra investigaciĂł. El primer qĂŒestionari se centrava principalment en el paper d'Internet com a ferramenta d'aprenentatge d'idiomes. En el segon qĂŒestionari els alumnes havien d'avaluar llocs web per a l'aprenentatge d'idiomes. En el nostre tercer qĂŒestionari abordĂ vem la qĂŒestiĂł de les activitats de l'aprenentatge d'idiomes. El qĂŒestionari pretenia descobrir les opinions dels estudiants sobre diferents tipus d'activitats d'aprenentatge d'idiomes, que anaven des d'activitats curtes, tradicionals, formals a activitats de major duraciĂł tipus projecte. El CapĂ­tol IV estĂ  dedicat principalment a valorar els resultats de l'anĂ lisi de la nostra investigaciĂł inicial en l'aula, l'anĂ lisi dels llibres de text electrĂČnics i les seues corresponents plataformes en lĂ­nia, l'anĂ lisi dels MOOC per a l'aprenentatge d'idiomes i l'anĂ lisi de les respostes dels alumnes als tres qĂŒestionaris. El CapĂ­tol V presenta un model d'aprenentatge d'idiomes en lĂ­nia. Esta investigaciĂł contribueix a millorar l'experiĂšncia d'aprenentatge d'idiomes en lĂ­nia en fer explĂ­cits els passos que s'han de seguir per a desenvolupar un curs d'idiomes en lĂ­nia impulsat per la pedagogia i fonamentat en les tecnologies mĂ©s recents. El model pot convertir-se en una ferramenta de presa de decisions (una guia i llista de verificaciĂł per al disseny de cursos d'idiomes en lĂ­nia). A mĂ©s a mĂ©s, contribueix al debat sobre la millor forma d'integrar ferramentes, tasques i aprenentatge de llengĂŒes, una part fonamental del procĂ©s d'aprenentatge en lĂ­[EN] This thesis documents the progress towards a model of online language learning. Despite the recent innovations in online learning, greater in-depth knowledge of what it means to learn online is needed to ensure a better language learning experience for everyone. Learners are often overwhelmed with technology at the expense of proper pedagogy. This thesis explores the nature of learning a language online. My research investigates how recent technological advances have meant that learning a language is transforming from being a face-to-face classroom activity to an online activity. In the process of changing to an online environment, teachers are having to learn new ways of interacting with students and sharing knowledge. This means that we need to re-think how a learner is going to acquire a language. This thesis holds the view that an analysis of learner opinions is an essential step towards the design and development of a model of online language learning. The thesis begins by reviewing the existing literature related to online language learning and technology (multimedia technologies, computer assisted language learning, the relationship between corpus linguistics and online language learning, the use of mobile technologies, the use of gaming, simulation and virtual reality, the impact of social networking). For the methodology, we used a mixed quasi-experimental design. We collected data from various sources and analysed it to provide us with the necessary information to be able to design a model of online language learning. Firstly, we carried out some initial classroom research to discover and analyse some basic ideas that students have about the use of tools for online language learning. The objective of this initial classroom research was to try to become familiar with the type of tools they used and what language skills they thought they would develop with these tools. Secondly, we examined the contents and structure of e-textbooks as representative of a kind of halfway house to an online language learning course as many of these e-textbooks come accompanied by an online platform. Thirdly, we analysed Massive Open Online Courses: their impact on online learning and online language learning. Fourthly, we provide a discussion about appropriate and suitable questionnaire design. This includes discussion of the questionnaire design process. Then, we present the thinking behind the three questionnaires used in our research. The first questionnaire focussed mostly on the role of the internet as a language learning tool. It tried to elicit from students what they know about online learning in general and, more particularly, online language learning. Our second questionnaire was a questionnaire where students had to evaluate language learning websites. Our third questionnaire covered the issue of language learning activities, where the questionnaire aimed to discover student opinions about different kinds of language learning activities, which ranged from formal, traditional, short activities to longer project type activities. Chapter IV is mainly concerned with discussing results from the analysis of our initial classroom research, analysis of e-textbooks and their associated online platforms, analysis of MOOCs for language learning and analysis of learner responses to three questionnaires. Chapter V presents a model of online language learning. This research contributes to enhancing the online language learning experience by making explicit the steps that need to be taken to construct an online language course which is driven by pedagogy and informed by the latest technologies. The model can become a decision-making tool (a guide and checklist for designing online language courses). Furthermore, it contributes to the discussion of how best to combine tools, tasks and language acquisition, a fundamental part of the online learning process.Galstyan Sargsyan, R. (2019). Towards the Development of an Effective Online Language Learning Model in a University Environment [Tesis doctoral no publicada]. Universitat PolitĂšcnica de ValĂšncia. https://doi.org/10.4995/Thesis/10251/117609TESI
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