120 research outputs found

    A Conceptual Teacher-Learner Model for a Collaborative Learning with Serious Games

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    This paper introduces a conceptual Teacher-Learner framework for a collaborative learning with serious games. An initial study identified twelve attributesof educational serious games that can be used to support effective learning. These attributes are used in the conceptual framework to support learning and pedagogy in combination with a game. A considerable number of serious games have been developed over the last ten years, with varying degrees of success. Due to a lack of clear standards and guidelines for game developers; it is difficult to justify claims that a specific game meets the learner’s requirements and/or expectations. This paper defines a conceptual model for serious games that will contribute to their design and the measurement of achievement in meeting the learners’ requirements

    POSSIBLE USES OF COMPUTER SYSTEMS IN UNIVERSITY TRAINING OF IT PROFESSIONALS

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    In this paper, learning and knowledge control systems developed by the Faculty of Computer Science and Information Technology of the Riga Technical University are described. These systems are used in teaching various subjects on different study programs and specialties. The paper also presents results of use of computer systems in student self-study and self-control. Students could freely choose, whether or not to use these systems during their studies. We focused on two scenarios of non-compulsory use of computer systems, namely with a motivating system or without one. In both cases students actively used computer systems for self-control and self-study. Our research shows that using computer systems for both knowledge control and study (as opposed to knowledge control alone) increased knowledge level of all students, regardless of their overall performance.

    Building an interactive simulator on a cloud computing platform to enhance students' understanding of computer systems

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    Cloud computing technologies have been widely adopted to improve the competitiveness and efficiency of core operations in many enterprises through additional computational resources and/or storage as provided on the underlying cloud platforms. Yet there are relatively few studies on how cloud computing may enhance students' understanding of a specific subject in e-learning systems. In a research project awarded by the Microsoft Research Asia, we successfully developed an interactive simulator aimed to enhance the students' understanding of essential concepts related to computer systems through live animations on a cloud computing platform. Essentially, we propose to integrate the latest technologies of cloud computing and learning objects into an efficient, flexible and interactive simulator to deliver powerful computing services for dynamic simulations of various computer systems specified as 'reactive' models of learning objects on the cloud storage. More importantly, through adopting the IEEE learning object metadata standard to represent each key concept/component in different computer systems, our proposed simulator can readily facilitate the sharing and reuse of relevant concepts for future e-learning applications. The system design and prototype implementation of our cloud-based interactive simulator is carefully considered with a thorough evaluation plan to investigate on how learners may benefit from our interactive simulator in various ways. And there are many directions for future extensions. © 2013 IEEE.published_or_final_versio

    Exploring the development of adaptable learning objects. A practical approach

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    D8.6 Dissemination, training and exploitation results

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    Mauerhofer, C., Rajagopal, K., & Greller, W. (2011). D8.6 Dissemination, training and exploitation results. LTfLL-project.Report on sustainability, dissemination and exploitation of the LtfLL projectThe work on this publication has been sponsored by the LTfLL STREP that is funded by the European Commission's 7th Framework Programme. Contract 212578 [http://www.ltfll-project.org

    Technological Ecosystems in Health Sector

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    [EN]Presentation about the technological ecosystems applied to the health sector related to dementia and other mental disorders. This presentation was made in the INTERDEM meeting in Budapest, April 21, 2016

    Validation of Serious Games Attributes Using the Technology Acceptance Model

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    The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning

    Authoring for Re-Use in Outcome-oriented Learning Scenarios

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    Klemke, R., & Schmitz, B. (2010). Authoring for Re-Use in Outcome-oriented Learning Scenarios. Fourth International Workshop on Search and Exchange of e-le@rning Materials (SE@M’10). September, 27-28, 2010, Barcelona, Spain.Content production processes currently experience a shift in focus. Due to the growing trend of highly individualized learning scenarios they have to face and to combine a multitude of different standards. The European eContent+ network of Excellence ICOPER researches possible strategies and implementations to deal with this new situation. In its course the project develops a comprehensive set of prototypes that use, evaluate and propose extensions to a large number of currently relevant standards such as IEEE RCD, SCORM or OAI-PMH. This paper describes a collaborative, re-use based authoring approach that was realized with one of these prototypes.ICOPE
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