3,043 research outputs found
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Communicating, learning and the in-between: a study of the impact of open-access, informal online learning environments
1. The broad aim of this project has been to contribute understandings of the uses of computer-mediated communication in 'informal' (not leading to certification) yet institutionally-hosted online spaces. The project consisted of an investigation into engagement with communication and discussion tools provided by OpenLearn, the Open University's Open Content Initiative (http://www.open.ac.uk/openlearn).
2. The research focused on a selection of examples of asynchronous and synchronous communication situations within OpenLearn, including a selection of forums from the LearningSpace (http://openlearn.open.ac.uk) and various instances of synchronous communication using FM (FlashMeeting) that took place within the context of two pilot studies organised by the researcher in coordination with discipline-based colleagues.
3. Whilst the research was based on an action research orientation, the approach was predominantly exploratory and ethnographic methods (observation and participant observation) were used, complemented with semi-structured interviews, as appropriate. Thematic analysis was used within a grounded theory approach.
4. The study suggests 5 themes as core elements of engagement in CMC within an OER context: 'validationĂŻÂżÂœ; 'privacyĂŻÂżÂœ; 'trustĂŻÂżÂœ; 'purposefulnessĂŻÂżÂœ; 'leadership'. The themes are mutually-dependent and each warrants more detailed investigation, and relevant topics are discussed.
5. In short, the study provides a contribution to enquiries on the impact of OERs in that it brings to light, from within a sample of learning situations across the 'informalĂŻÂżÂœ/ĂŻÂżÂœformal' space, a number of boundary issues concerning curriculum and, in particular, pedagogy. It suggests that a major aspect of the impact of OERs is that their availability is not only creating new challenges but also uncovering previously veiled tensions and questions regarding identity and boundaries.
6. A number of outputs have been generated, including two new projects that capitalise on understandings facilitated during the pilots carried out within the remit of this study
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
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
Making Legacy LMS adaptable using Policy and Policy templates
Koesling, A., Herder, E., De Coi, J., & Abel, F. (2008). Making Legacy LMS adaptable using Policy and Policy templates. In J. Baumeister & M. AtzmĂŒller, Proceedings of the 16th Workshop on Adaptivity and User Modeling in Interactive System, ABIS 2008 (pp. 35-40). October, 6-8, 2008, WĂŒrzburg, Germany: University of WĂŒrzburg.
Website with link to proceedings: http://lwa08.informatik.uni-wuerzburg.de/Wiki.jsp?page=FGABIS08In this paper, we discuss how users and designers
of existing learning management systems
(LMSs) can make use of policies to enhance
adaptivity and adaptability. Many widespread
LMSs currently only use limited and proprietary
rule systems defining the system behaviour. Personalization
of those systems is done based on
those rule systems allowing only for fairly restricted
adaptation rules. Policies allow for more
sophisticated and flexible adaptation rules, provided
by multiple stakeholders and they can be
integrated into legacy systems. We present the
benefits and feasibility of our ongoing approach
of extending an existing LMS with policies. We
will use the LMS ILIAS as a hands-on example
to allow users to make use of system personalization.The work on this publication has been sponsored by the TENCompetence Integrated Project that is funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org
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Developing sustainable business models for institutionsâ provision of open educational resources: Learning from OpenLearn usersâ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OERâs value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open Universityâs (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learnersâ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open Universityâs iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OUâs OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OUâs iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding usersâ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutionsâ social mission
The WYRED Project: A Technological Platform for a Generative Research and Dialogue about Youth Perspectives and Interests in Digital Society
European Commision (EC). Funding H2020/CSA. Project Code: 72706
The WYRED project: A Technological Platform for a generative research and dialogue about youth perspectives and interests in digital society
GarcĂa-Peñalvo, F. J. (2016). The WYRED Project: A Technological Platform for a Generative Research and Dialogue about Youth Perspectives and Interests in Digital Society. Journal of Information Technology Research, 9(4), vi-x
Mobile Learning Technology Acceptance Among Saudi Higher Education Students
The rapid development of technology has encouraged Saudi universities to establish initiatives to improve learning. Mobile learning technology is one of the technologies targeted by eLearning and distance education deanships among Saudi universities. However, few studies have been done in investigating mobile learning technology acceptance in the Saudi context. This study aims to provide policy and decision makers in the Saudi higher education with reliable data in order to employ mobile learning technology in learning process. Therefore, this study modified Unified Theory of Acceptance and Use of Technology (UTAUT) to investigate studentsâ acceptance of mobile learning technology. To this end, seven questions were proposed to explore the effect of learning expectancy, effort expectancy, social influence, facilitating conditions, mobile learning technology characteristics, and self-management of learning on studentsâ behavioral intentions and use behaviors of mobile learning technology. In addition, age, gender, and eLearning experience were proposed to moderate such an effect. This study employed sequential mixed method to procced the exploration. A questionnaire and semi-structured interview were developed to collect the data. 1203 participants were included in the quantitative data collection while fifteen participants were included in the qualitative data collection. Multiple regression analyses were used in the quantitative analysis and thematic analysis was used in the qualitative analysis.
The results of this study assert that learning expectancy, effort expectancy, social influence, and mobile learning characteristics are significant predictors of studentsâ intentions to use mobile learning technology regardless the moderating effects of gender, age, and eLearning experience. Unexpectedly, the social influence construct is the only construct that was moderated by gender where men show a stronger behavioral intention to use mobile learning than women. Facilitating conditions and self-management of learning in this study were found insignificant constructs in predicting studentsâ behavioral intention and use behavior of mobile learning technology. These findings are justified in the literature of UTAUT. The exploratory analysis revealed an interesting finding that distance education students showed significantly higher intentions to use mobile learning technology than on-campus students, but there was no significant difference between them in the actual use of mobile learning technology
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Mobile-assisted language learning [Revised and updated version]
Mobile-assisted language learning (MALL) is the use of smartphones and other mobile technologies in language learning, especially in situations where portability and situated learning offer specific advantages. A key attraction of mobile learning is the ubiquity of mobile phones. Typical applications can support learners in reading, listening, speaking and writing in the target language, either individually or in collaboration with one another. Increasingly, MALL applications relate language learning to a personâs physical context when mobile, primarily to provide access to location-specific language material or to enable learners to capture aspects of language use in situ and share it with others. Mobile learning can be formal or informal, and mobile devices may form a bridge connecting in-class and out-of-class learning. When learning takes place outside the classroom, it is often beyond the reach and control of the teacher. This can be perceived as a threat, but it is also an opportunity to revitalize and rethink current approaches to teaching and learning. Mobile learning appeals to a wide range of people for a variety of reasons. It may exclude some learners but it is often a mechanism for inclusion. It is likely that the next generation of mobile learning will be more ubiquitous, which means that there will be smart systems everywhere for digital learning. Mobile learning is proving its potential to address authentic learner needs at the point at which they arise, and to deliver more flexible models of language learning
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