2,024 research outputs found

    A Mobile-Based Group Quiz System to Promote Collaborative Learning and Facilitate Instant Feedback

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    In this paper we develop and evaluate a mobile-based questioning-answering system (MQAS) that complements traditional learning which can be used as a tool to encourage teachers to give their students mobile-based weekly group quizzes. These quizzes can provide teachers with valid information about the progress of their students and can also motivate students to work in a collaborative manner in order to facilitate the integration of their knowledge. We describe the architecture and experiences with the system

    Children s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces

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    [EN] Collaborative problem solving (CPS) is an essential soft skill that should be fostered from a young age. Research shows that a good way of teaching such skills is through video games; however, the success and viability of this method may be affected by the technological platform used. In this work we propose a gameful approach to train CPS skills in the form of the CPSbot framework and describe a study involving 80 primary school children on user experience and acceptance of a game, Quizbot, using three different technological platforms: two purely digital (tabletop and handheld tablets) and another based on tangible interfaces and physical spaces. The results show that physical spaces proved to be more effective than the screen-based platforms in several ways, as well as being considered more fun and easier to use by the children. Finally, we propose a set of design considerations for future gameful CPS systems based on the observations made during this study.Spanish Ministry of Economy and Competitiveness and the European Regional Development Fund (project TIN2014-60077-R); Spanish Ministry of Education, Culture and Sport (with fellowship FPU14/00136) and Conselleria d'Educacio, Cultura i Esport (Generalitat Valenciana, Spain) (grant ACIF/2014/214).Jurdi, S.; García Sanjuan, F.; Nácher-Soler, VE.; Jaén Martínez, FJ. (2018). Children s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces. Interacting with Computers. 30(3):187-206. https://doi.org/10.1093/iwc/iwy006S18720630

    Information Outlook, October 2004

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    Volume 8, Issue 10https://scholarworks.sjsu.edu/sla_io_2004/1009/thumbnail.jp

    mLearning, development and delivery : creating opportunity and enterprise within the HE in FE context

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    This research project was funded by ESCalate in 2006-7 to support Somerset College in developing the curriculum, as well as widening participation via the use of mobile communications technologies such as mp3 players and mobile phones. The Project represents a highly topical and timely engagement with the opportunities for learning provided by the burgeoning use of mobile computing/ communications devices. Activities bring together colleagues from Teacher Education and Multimedia Computing in an innovative approach to designing for and delivering the curriculum. The Project addresses pedagogic issues and also vitally involves current and future learners, providing them with a new context for skills development and entrepreneurship. Anticipated outcomes include informed development of new HE modules and professional CPD activities which address the skills and context of this emerging approach to delivering the curriculum. The Project also intends to trial and evaluate the use of mobile technologies to support a blended learning approach to programme delivery and the development of a FD module which could be delivered via a mobile computing device. An interim report and a final project report are available as Word and PDF file

    A review of research methodologies used in studies on mobile handheld devices in K-12 and higher education settings

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    Mobile handheld devices are increasingly being used in education. In this paper, we undertook a review of empirical based articles to summarise the current research regarding the use of mobile handheld devices (personal digital assistants/PDAs, palmtops, and mobile phones) in K-12 and higher education settings. This review was guided by the following four questions: (a) How are mobile handheld devices such as PDAs, palmtops, and mobile phones used by students and teachers? (b) What types of research methods have been applied using such devices? (c) What data collection methods are used in the research? and (d) What research topics have been conducted on these handheld devices in education settings, as well as their related findings? We summarise and discuss some major findings from the research, as well as several limitations of previous empirical studies. We conclude by providing some recommendations for future research related to mobile handheld devices in education settings.published_or_final_versio

    Mobile assisted language learning

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    In the 21st century mobile devices are growing increasingly popular among people of all ages especially university students around the world. The article discusses the possibilities of mobile devices in EFL learning and teaching as well as presents the examples of particular applications and programs that seem to be useful for a teacher of English as a foreign language. The article reports on the workshop conducted during the Conference “Innowacyjność w dydaktyce języków obcych” (Innovativeness in the didactics of foreign languages) at the Centre of Polish Language and Culture, Jagiellonian University held on 19-20 September, 2014

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Mobile Learning Application with Cloud Computing

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    This project focuses on the development of M-Learning and Performance Tracking System at university level. The system provides mobility for the University students to do revision through the exercises and perform immediate tracking and analysis on the results. The project also served as a channel for students to access the latest information and news in the industry. The core problems that I had identified before I initiate this project are the immobility and limited features of current learning system which might causing the ineffective of learning among the university student. The inconvenience of the current system also included the trouble in checking their academic performance constantly from time to time. The primary goal of this research is to investigate the acceptability of the university students of m-learning, designing m-learning features that would help students to improve their academic performance, and develop the system which is able to cater the needs and meet the expectation of the students and lecturers. The methodology adapted in this project is phased development methodology that breaks the projects into 3 stages which are development of quizzes, development of performance tracking and last stage is the library function. The process involved planning, analysis, design, and last but not least implementation. As the result at the end of the project, the result found that the project is feasible with high acceptance level from the university students who believe that mobile learning is useful in learning. However more improvement has to be made on the project especially on the performance tracking method. For future development suggestions, we can adopt several methods in knowledge management in performance tracking to provide more accurate suggestions for the students. Cross platform can be achieved by adapting the HTML5 technology into the development. Cloud computing is important for the development of smartphone program with limited memory and capacity ability
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