1,399 research outputs found
Using motivation derived from computer gaming in the context of computer based instruction
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
Smart Universities
Institutions of learning at all levels are challenged by a fast and accelerating pace of change in the development of communications technology. Conferences around the world address the issue. Research journals in a wide range of scholarly fields are placing the challenge of understanding "Education's Digital Future" on their agenda. The World Learning Summit and LINQ Conference 2017 proceedings take this as a point of origin. Noting how the future also has a past: Emergent uses of communications technologies in learning are of course neither new nor unfamiliar. What may be less familiar is the notion of "disruption", found in many of the conferences and journal entries currently.
Is the disruption of education and learning as transformative as in the case of the film industry, the music industry, journalism, and health? If so, clearly the challenge of understanding future learning and education goes to the core of institutions and organizations as much as pedagogy and practice in the classroom.
One approach to the pursuit of a critical debate is the concept of Smart Universities – educational institutions that adopt to the realities of digital online media in an encompassing manner: How can we as smarter universities and societies build sustainable learning eco systems for coming generations, where technologies serve learning and not the other way around? Perhaps that is the key question of our time, reflecting concerns and challenges in a variety of scholarly fields and disciplines? These proceedings present the results from an engaging event that took place from 7th to 9th of June 2017 in Kristiansand, Norway
Artificial Intelligence methodologies to early predict student outcome and enrich learning material
L'abstract è presente nell'allegato / the abstract is in the attachmen
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Designing MOOCs for professional learners: Tools and patterns to encourage self-regulated learning
Employers are becoming aware of the potential of Massive Open Online Courses as a significant form of learning for work. MOOCs have the potential to transform professional learning, but require learners to be self-regulated. Most MOOCs are not designed in ways that encourage self-regulated learning. Therefore there is a need for design tools that can guide instructional designers and teachers in designing MOOCs that promote self-regulation. This paper presents two toolsets to guide MOOC design. MOOC-SRL patterns allow the sharing and reuse of MOOC designs that encourage self-regulation. These design patterns demonstrate ways in which courses can take advantage of the knowledge and expertise that professional learners bring to their formal learning experience, and highlight the importance of course design that engages professional learners and meets their individual needs. Second the MOOC-DTQ is an audit tool that guides instructional designers in pedagogic design decisions made at platform (macro) level as well as at course (micro) level. The tool enables instructional designers to question their design decisions and provides possible interventions that may improve their design. These tools were developed as part of a larger study funded by the Bill and Melinda Gates Foundation MOOC Research Initiative
Mobile and Accessible Learning for MOOCs
Many modern web-based systems provide a ‘responsive’ design that allows material and services to be accessed on mobile and desktop devices, with the aim of providing ubiquitous access. Besides offering access to learning materials such as podcasts and videos across multiple locations, mobile, wearable and ubiquitous technologies have some additional affordances that may enable new forms of learning on MOOCs. We can divide these into two categories: firstly, context-sensitive features including delivery of content for a specific location, enabling a seamless continuity of learning across settings, and linking people in a location with others in a virtual representation of that place; secondly social learning opportunities to connect people as they move within and across locations, to enable crowd-sourced learning. In this paper we explore these aspects of mobile and accessible learning for MOOCs, drawing on examples from MOOC courses, mobile toolkits, and crowd-sourced learning sites
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