51,494 research outputs found

    Intelligent student engagement management : applying business intelligence in higher education

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    Advances in emerging ICT have enabled organisations to develop innovative ways to intelligently collect data that may not be possible before. However, this leads to the explosion of data and unprecedented challenges in making strategic and effective use of available data. This research-in-progress paper presents an action research focusing on applying business intelligence (BI) in a UK higher education institution that has developed a student engagement tracking system (SES) for student engagement management. The current system serves merely as a data collection and processing system, which needs significant enhancement for better decision support. This action research aims to enhance the current SETS with BI solutions and explore its strategic use. The research attempts to follow socio-technical approach in its effort to make the BI application a success. Progress and experience so far has revealed interesting findings on advancing our understanding and research in organisation-wide BI for better decision-making

    Big data in higher education: an action research on managing student engagement with business intelligence

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    This research aims to explore the value of Big Data in student engagement management. It presents an action research on applying BI in a UK higher education institution that has developed and implemented a student engagement tracking system (SES) for better student engagement management. The SES collects data from various sources, including RFID tracking devices across many locations in the campus and student online activities. This public funded research project has enhanced the current SES with BI solutions and raised awareness on the value of the Big Data in improving student experience. The action research concerns with the organizational wide development and deployment of Intelligent Student Engagement System involving a diverse range of stakeholders. The activities undertaken to date have revealed interesting findings and implications for advancing our understanding and research in leveraging the benefit of the Big Data in Higher Education from a socio-technical perspective

    The future of technology enhanced active learning – a roadmap

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    The notion of active learning refers to the active involvement of learner in the learning process, capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap, the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap

    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

    ALT-C 2010 Programme Guide

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    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Log file analysis for disengagement detection in e-Learning environments

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