20,320 research outputs found

    Motivational Social Visualizations for Personalized E-Learning

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    A large number of educational resources is now available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produces at least two problems: how to help students find the most appropriate resources, and how to engage them into using these resources and benefiting from them. Personalized and social learning have been suggested as potential methods for addressing these problems. Our work presented in this paper attempts to combine the ideas of personalized and social learning. We introduce Progressor + , an innovative Web-based interface that helps students find the most relevant resources in a large collection of self-assessment questions and programming examples. We also present the results of a classroom study of the Progressor +  in an undergraduate class. The data revealed the motivational impact of the personalized social guidance provided by the system in the target context. The interface encouraged students to explore more educational resources and motivated them to do some work ahead of the course schedule. The increase in diversity of explored content resulted in improving students’ problem solving success. A deeper analysis of the social guidance mechanism revealed that it is based on the leading behavior of the strong students, who discovered the most relevant resources and created trails for weaker students to follow. The study results also demonstrate that students were more engaged with the system: they spent more time in working with self-assessment questions and annotated examples, attempted more questions, and achieved higher success rates in answering them

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Progressor: Social navigation support through open social student modeling

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    The increased volumes of online learning content have produced two problems: how to help students to find the most appropriate resources and how to engage them in using these resources. Personalized and social learning have been suggested as potential ways to address these problems. Our work presented in this paper combines the ideas of personalized and social learning in the context of educational hypermedia. We introduce Progressor, an innovative Web-based tool based on the concepts of social navigation and open student modeling that helps students to find the most relevant resources in a large collection of parameterized self-assessment questions on Java programming. We have evaluated Progressor in a semester-long classroom study, the results of which are presented in this paper. The study confirmed the impact of personalized social navigation support provided by the system in the target context. The interface encouraged students to explore more topics attempting more questions and achieving higher success rates in answering them. A deeper analysis of the social navigation support mechanism revealed that the top students successfully led the way to discovering most relevant resources by creating clear pathways for weaker students. © 2013 Taylor and Francis Group, LLC

    A Review of the Open Educational Resources (OER) Movement: Achievements, Challenges, and New Opportunities

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    Examines the state of the foundation's efforts to improve educational opportunities worldwide through universal access to and use of high-quality academic content

    Visualizing reciprocity in an online community to motivate participation

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    Online communities thrive on their members’ participation and contributions. Continuous encouragement of participation of these members is vital for an online community. Social visualizations are one of the methods to make members explicitly aware of their connections and relationships. There are numerous ways to visually represent information, current-status, power, and acceptance of members in an online community. In this thesis I present a design of a visualization representing the evolving reciprocity of relationships among users based on the comments they give to each other’s posts. The purpose of the visualization is to emphasize and hopefully trigger a common bond in the community and thereby increase their participation. We developed and deployed the visualization in an online community called “WISETales” where women in science and engineering share personal stories. We also deployed modified and improved versions of the visualization in two other communities, I-Help class discussion forums and the Vegatopia discussion forum for vegetarians. In this thesis we present the results of the evaluation in these three communities. The results unfortunately, were negative. Even though separate explanations for the lack of motivational effect can be found in each of the experiments, it seems that the chosen motivational approach was too gentle to encourage participation. It seems for reciprocation to take place, the users need to be committed to the community and already have some other underlying motivation to participate actively. The visualization also should provide some new information that they weren’t aware of previously. This was not the case with the users in the three chosen communities. WISETales was too new and can barely be called a community. I-Help was not a community, but a place for student to post questions for the teacher to answer. Vegatopia, in contrast, is well established, active community, where people know each other, and engage in conversations with each other. The visualization did not provide any new information for them that they didn’t know and only served as a brief attraction for a day (novelty effect). We are still optimistic, however, that the visualization may be useful for active and too dynamic communities where people are unaware of their social relationships because they are too many, for example, social network sites like Twitter
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