1,028 research outputs found

    FORGE: An eLearning Framework for Remote Laboratory Experimentation on FIRE Testbed Infrastructure

    Get PDF
    The Forging Online Education through FIRE (FORGE) initiative provides educators and learners in higher education with access to world-class FIRE testbed infrastructure. FORGE supports experimentally driven research in an eLearning environment by complementing traditional classroom and online courses with interactive remote laboratory experiments. The project has achieved its objectives by defining and implementing a framework called FORGEBox. This framework offers the methodology, environment, tools and resources to support the creation of HTML-based online educational material capable accessing virtualized and physical FIRE testbed infrastruc- ture easily. FORGEBox also captures valuable quantitative and qualitative learning analytic information using questionnaires and Learning Analytics that can help optimise and support student learning. To date, FORGE has produced courses covering a wide range of networking and communication domains. These are freely available from FORGEBox.eu and have resulted in over 24,000 experiments undertaken by more than 1,800 students across 10 countries worldwide. This work has shown that the use of remote high- performance testbed facilities for hands-on remote experimentation can have a valuable impact on the learning experience for both educators and learners. Additionally, certain challenges in developing FIRE-based courseware have been identified, which has led to a set of recommendations in order to support the use of FIRE facilities for teaching and learning purposes

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

    Get PDF
    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Progress in information technology and tourism management: 20 years on and 10 years after the Internet—The state of eTourism research

    Get PDF
    This paper reviews the published articles on eTourism in the past 20 years. Using a wide variety of sources, mainly in the tourism literature, this paper comprehensively reviews and analyzes prior studies in the context of Internet applications to Tourism. The paper also projects future developments in eTourism and demonstrates critical changes that will influence the tourism industry structure. A major contribution of this paper is its overview of the research and development efforts that have been endeavoured in the field, and the challenges that tourism researchers are, and will be, facing

    Utilising ontology-based modelling for learning content management

    Get PDF
    Learning content management needs to support a variety of open, multi-format Web-based software applications. We propose multidimensional, model-based semantic annotation as a way to support the management of access to and change of learning content. We introduce an information architecture model as the central contribution that supports multi-layered learning content structures. We discuss interactive query access, but also change management for multi-layered learning content management. An ontology-enhanced traceability approach is the solution

    O percurso e o impacto da inteligĂȘncia artificial em LMS no contexto do ensino superior moçambicano

    Get PDF
    In the evolving landscape of global education, Artificial Intelligence's (AI) integration into Learning Management Systems (LMS) promises a transformative shift. This paper presents Mozambique's journey in this domain, comparing it with global advancements. While the Mozambican higher education sector stands at the cusp of a digital revolution, its engagement with AI in LMS remains foundational. This is juxtaposed against the global trend where AI tools, such as ChatGPT, are rapidly becoming standard in many educational platforms, enhancing personalization, efficiency, and data-driven insights. The benefits of AI integration, such as tailored learning experiences and administrative automation, are counterbalanced by challenges, including data privacy concerns and over-reliance on technology. Drawing from real-world case studies, the paper highlights pioneering endeavours that showcase AI's potential in reshaping educational paradigms. As Mozambique navigates its unique challenges, insights from global best practices offer a roadmap for harnessing the transformative potential of AI in LMS, aiming to elevate its higher education sector to new heights.Na evolução da educação global, a integração da InteligĂȘncia Artificial (IA) nos Sistemas de GestĂŁo de Aprendizagem (LMS) promete uma transformação significativa. Este artigo investiga a jornada de Moçambique neste domĂ­nio, comparando-a com os avanços globais. Enquanto o setor de ensino superior moçambicano estĂĄ Ă  beira de uma revolução digital, seu envolvimento com a IA em LMS ainda estĂĄ em uma fase inicial. Isso Ă© contrastado com a tendĂȘncia global, onde ferramentas de IA, como o ChatGPT, estĂŁo rapidamente se a se tornar padrĂŁo em muitas plataformas educativas, aprimorando a personalização, eficiĂȘncia e insights baseados em dados. Os benefĂ­cios da integração da IA, como experiĂȘncias de aprendizagem adaptadas e automação administrativa, sĂŁo equilibrados por desafios, incluindo preocupaçÔes com a privacidade dos dados e excesso de dependĂȘncia da tecnologia. AtravĂ©s de estudos de caso do mundo real, o artigo destaca esforços pioneiros que mostram o potencial da IA em remodelar os paradigmas educacionais. Enquanto Moçambique navega pelos seus desafios Ășnicos, os insights das melhores prĂĄticas globais oferecem um roteiro para aproveitar o potencial transformador da IA em SGA, com o objetivo de elevar seu setor de ensino superior a novos patamares.info:eu-repo/semantics/publishedVersio

    Usersa Training: The Predictor of Successful eLearning in HEIs

    Get PDF
    Research reveals over and over that the successful development and use of eLearning systems in higher education institutions (HEIs) are squarely anchored on the roles of users in the development and use phases of an eLearning project. At the development level, researchers suggest that all decisions and implementation must be user-centric by constantly scanning the diversity of ever-changing user-needs. While use level requires effective user-training and then sustained technical support that is available 24/7. However, user training is central issue for the project and organizational (university) management in terms of its contents, processes and followup. This paper aims at unfolding the nature and implications of user-training in the background of eLearning practices in HEIs particularly, in developing countries like Pakistan. Extensive literature have been surveyed to bring together diverse ideas, findings and comments of researchers about the nature, problems and solutions of user-training in the background of higher education thereby reducing it into a theoretical model of user-training

    Hybrid Course Delivery: Impact on Learning and Assessment

    Get PDF
    Technology is influencing education, blurring the boundaries of delivery modes. A combination between online and traditional teaching style, the hybrid/blended course, may present a solution with many benefits. This paper provides definitions of the different delivery approaches, and then evaluates four years of data from a course that has been converted from traditional face-to-face delivery, to a hybrid system. It is determined that the revised course, in hybrid delivery mode, is at least as good, if not better, than it previously was
    • 

    corecore