296,522 research outputs found
An evaluation technique for content interaction in web-based teaching and learning environments
Interactivity is a central element in teaching and learning. The Web as a new educational platform enables
new forms of teaching and learning. The consequence for
the Web – a constantly evolving environment that provides less direct feedback – is the importance of evaluation. In particular the learners’ interaction with the Web-based multimedia features is central. We propose Web usage mining, a technology that has already been used to analyse e-commerce Web sites, in conjunction with an analytic model as the evaluation approach
Evaluation eines innovativen E-Learning-Schulungskonzepts in der betrieblichen Weiterbildung eines Pharmaunternehmen
This report describes the evaluation of an innovative e-learning training conception, that was used in a pharmaceutic company to train the sales representatives. The training conception comprises self guided learning phases in a problem-based web-based-training and moderated virtual sessions on a learning platform. The evaluation concentrates on the framework during the training, the assessment of the learning environment and on the learning outcome. 117 sales representatives participate the study. All the examined aspects were predominantly judged positive by the participants of the study.Dieser Bericht beschreibt die Evaluation eines innovativen E-Learning-Schulungskonzepts, das in einem Pharmaunternehmen zur Schulung der Außendienstmitarbeiter verwendet wurde. Das Schulungskonzept umfasst Selbstlernphasen in einem problemorientiert gestalteten Web-Based-Training und moderierte virtuelle Sitzungen auf einer Lernplattform.Im Fokus der Evaluation standen die Erfassung der Rahmenbedingungen während der Schulung, der Einschätzung der Lernumgebung und des Learning-Outcomes. Teilnehmer der Evaluation waren 117 Außendienstmitarbeiter des Pharmaunternehmens. Als Hauptergebnis der Evaluation kann festgehalten werden, dass die Rahmenbedingungen, die Lernumgebung und der Learning Outcome überwiegend sehr positiv oder positiv von den Teilnehmern eingeschätzt wurden
VidyaOnline: Design and Development of a FOSS based Virtual Learning Environment on Library and Information Science at Vidyasagar University, West Bengal
VidyaOnline, the prototype web-based modular and interactive learning system, is aimed to produce a Virtual Learning Environment (VLE) for library and information science courses. In its final contour, VidyaOnline will be acted as a generic e learning platform for courses offered by the Directorate of Distance Education (DDE), Vidyasagar University. As we know, learning system that supports VLE features (as prescribed by INSPIRAL project), is not restricted to distance education alone, VidyaOnline will have all the facilities to support off-campus learning and evaluation activities related to traditional courses of Vidyasagar University. In short, VidyaOnline will be emerging as a web integrated hybrid e learning system for library and information science courses as well as for other distance and traditional courses of Vidyasagar University. The structure of VidyaOnline extends support for all three forms of VLE – web-based training, supported online learning and informal e learning. The software architecture of VidyaOnline is completely based on FOSS (Free and Open Source Software). It uses LAMP (Linux-Apache-MySQL-PHP) architecture, Moodle course management system and GD graphics library to design and develop an interactive web-integrated e learning platform to accommodate library and information science courses along with other distance education programmes of DDE, Vidyasagar University. VidyaOnline is completely compatible with Unicode and one courseware is available in Unicode-based Bengali language interface
A flexible open source web platform to facilitate Learning Object evaluation
Systematic evaluation of Learning Objects is essential to make high quality Web-based education possible. For this reason, several educational repositories and e-Learning systems have developed their own evaluation models and tools. However, the differences of the context in which Learning Objects are produced and consumed suggest that no single evaluation model is sufficient for all scenarios. Besides, no much effort has been put in developing open tools to facilitate Learning Object evaluation and use the quality information for the benefit of end users. This paper presents LOEP, an open source web platform that aims to facilitate Learning Object evaluation in different scenarios and educational settings by supporting and integrating several evaluation models and quality metrics. The work exposed in this paper shows that LOEP is capable of providing Learning Object evaluation to e-Learning systems in an open, low cost, reliable and effective way. Possible scenarios where LOEP could be used to implement quality control policies and to enhance search engines are also described. Finally, we report the results of a survey conducted among reviewers that used LOEP, showing that they perceived LOEP as a powerful and easy to use tool for evaluating Learning Objects
E-MIS validity applied to TELMA enhanced learning environment
Enhanced learning environments are arising with great success within the field of cognitive skills training in minimally invasive surgery (MIS) because they provides
multiple benefits since they avoid time, spatial and cost constraints. TELMA [1,2] is a new technology enhanced learning platform that promotes collaborative and ubiquitous
training of surgeons. This platform is based on four main modules: an authoring tool, a learning content and knowledge management system, an evaluation module and a professional network. TELMA has been designed and developed focused on the user; therefore it is necessary to carry out a user validation as final stage of the development. For this purpose, e-MIS validity [3] has been defined. This validation includes usability, contents and functionality validities both for the development and production stages of
any e-Learning web platform. Using e-MIS validity, the e-Learning is fully validated since it includes subjective and objective metrics. The purpose of this study is to specify
and apply a set of objective and subjective metrics using e-MIS validity to test usability, contents and functionality of TELMA environment within the development stage
Redesign of web-based exam for knowledge evaluation in Advanced Mathematics for pharmaceutical students based on analysis of the results
The usage of the information technologies everywhere leads to demands for new
manners of education. Modern e-learning environments lead the teaching, the
learning and the evaluation of acquired knowledge and skills of the students to
a new era. The students' motivation for e-learning is considered. The course of
Advanced Mathematics is part of the curriculum of pharmaceutical students at
the Medical University - Plovdiv. For students' knowledge evaluation it is used
a hybrid-type exam in this university discipline, i.e. a problems-solving part
and a remote web-based test which is created using the free and open-source
e-educational platform Moodle. This paper presents a detailed analysis of the
implemented electronic test for knowledge evaluation of the students, using
statistical methods and instruments. The questions included in the test and the
respective answers given by the students are estimated and analysed. Thus, it
is made an improvement of the database of the test questions. The received
results are used to enhance the quality of the developed knowledge evaluation
and the type of its implementation.Comment: 8 page
PENGEMBANGAN MODEL PEMBELAJARAN ELEKTRONIK MATA PELAJARAN BAHASA ARAB BERBASIS WEB DI MTS NEGERI 25 JAKARTA (تطوير نموذج التعلم الالكتروني لمادة اللغة العربية القائم على الويب (في المدرسة المتوسطة الإسلامية الحكومية 25 جاكرتا
E-learning dianggap sebagai metode pembelajaran baru yang sangat berfokus pada pusat informasi dan institusi akademik sebagai bentuk baru yang sepadan dan berkembang sesuai dengan teknologi informasi, sehingga e-learning telah menjadi bagian penting dalam bidang akademik perguruan tinggi. Berdasarkan keadaan negara kita yang saat ini terpapar virus COVID-19, maka peran pembelajaran berbasis internet sebagai penunjang proses pembelajaran menjadi sangat penting dan diperlukan. Apalagi di era global saat ini, transformasi berlangsung sangat cepat,
Di Mts Negeri 25 Jakarta, implementasi pembelajaran online melalui platform e-learning yang disediakan oleh Kementerian Agama. Platform ini dapat membantu siswa dan pendidik dengan pembelajaran online ini. Tetapi ketika kami melihat hasil belajar siswa, kami menemukan bahwa beberapa siswa mendapatkan hasil belajar yang lebih rendah. Fenomena tersebut menyebabkan banyak faktor, termasuk kurangnya sarana pendidikan yang tersedia.
Berangkat dari hal tersebut, maka penelitian ini bertujuan untuk mengembangkan model e-learning berbasis web untuk mata pelajaran bahasa Arab di Mts Negeri 25 Jakarta, dan pengembangan serta penelitian ini menggunakan metode R&D model Dick and Carrie dengan kode ADDIE. Hasil uji kelayakan dari ahli materi model e-learning mata kuliah bahasa arab berbasis web sebesar 80%, hal ini menunjukkan penilaian yang sangat baik untuk diujicobakan kepada siswa. Hasil persetujuan ahli media terhadap model e-learning mata kuliah bahasa arab berbasis web sebesar 95%, hal ini menunjukkan penilaian yang sangat baik untuk di ujicobakan kepada siswa.
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E-learning is considered a new method of learning that focuses strongly on information centers and academic institutions as a new form that is commensurate and developed according to information technology. E-learning has become an important part in the field of academic universities. Based on the situation of our country that is currently exposed to the COVID-19 virus, the role of Internet-based learning as support for the learning process becomes very important. Especially in the current global era, transformation is proceeding very quickly.
In the Islamic State Middle School Jakarta 25, implement online learning through an e-learning platform provided by the Ministry of Religious Affairs. This platform can assist students and educators with this online learning. But when we looked at the students' learning outcomes, we found that some students were getting learning outcomes lower. These phenomena cause multiple factors, including the lack of available educational tools.
Based on the previous statement, this research aims to develop the web-based e-learning model for the Arabic language subject in the Islamic Governmental Middle School 25 Jakarta. This development and research uses the R&D method of R&D in the manner of Dick and Carrie model with ADDIE code. The result of the materials expert's approval of the e-learning model for the Arabic language course based on the web is 80%. This result indicates a very good evaluation of the test on the students. The result of the media expert's approval of the e-learning model for the Arabic language course based on the web is 95%. This result indicates a very good evaluation of the test on students
e-Bug Games for Children: Teaching Hygiene and Prudent Antibiotics Use using Web Games
Technology enhanced education has been recently established
as a new approach for all stages of education. However, among
these new IT media it is computer games playing the central role
in delivering education in particular to children and teenagers,
however, real world sound evaluation is often given little
attention. The EU funded e-Bug project developed web games
aimed at children to teach basic principles of pru- dent
antibiotics use, hand and respiratory hygiene and aims to
reinforces an awareness of microbes, hand and respiratory
hygiene among junior and senior school children in 10 countries in Europe. An educational pack implemented in schools
across Europe is complemented by Internet web games for two
age groups teaching a set of learning objectives (LOs) using a
fast and interactive platform game design for junior children
and investigate detective games based on PBL principles for
senior children. In this paper, we present the design of e-Bug
junior and senior games and evaluation results
New concepts integration on e-learning platforms
The learning experience has evolved into the virtual world of the Internet, where learners
have the possibility to shift from face-to-face learning environments to virtual learning environments supported by technologies. This concept, called e-learning, emerged in the early 1960s where a group of researchers from the Stanford University, USA began experimenting different ways to publish and assign learning content using a computer. These experiments were the beginning that led to the creation of countless learning platforms, initially constructed in standalone environments and later ported to the Internet as Webbased
learning platforms. As initial objectives, these learning platforms include a collection
of features to support instructors and learners in the learning process. However, some of these platforms continued to be based on an old instructor-centered learning model and created a collection of outdated technologies that, given the current need to a learner-center learning model and the existence of Web 2.0 technologies, become inadequate. As a solution to address and overcome these challenges, a friendly user interface and a correct root incorporation of Web 2.0 services a platform designed to focus the learning experience and environment personalization into the learner is needed to propose.
In an operating system (OS) context the graphic user interface (GUI) is guided by a collection of approaches that details how human beings should interact with computers. These are the key ideas to customize, install, and organize virtual desktops. The combination of desktop concepts into a learning platform can be an asset to reduce the learning curve necessary to know how to use the system and also to create a group of flexible learning services. However, due to limitations in hypertext transfer protocol-hypertext markup language (HTTP-HTML)
traditional solutions, to shift traditional technologies to a collection of rich Internet
application (RIA) technologies and personal learning environments (PLEs) concepts is needed, in order to construct a desktop-like learning platform. RIA technologies will allow the design of powerful Web solutions containing many of the characteristics of desktop-like applications.
Additionally, personal learning environments (PLEs) will help learners to manage learning
contents.
In this dissertation the personal learning environment box (PLEBOX) is presented. The PLEBOX platform is a customizable, desktop-like platform similar to the available operating systems, based on personal learning environments concepts and rich Internet applications technologies that provide a better learning environment for users. PLEBOX developers have a set of tools that allow the creation of learning and management modules that can be installed on the platform. These tools are management learning components and interfaces built as APIs, services, and objects of the software development kit (SDK). A group of prototype modules were build for evaluation of learning and management services, APIs, and SDKs. Furthermore, three case studies were created in order to evaluate and demonstrate the learning service usage in external environments. The PLEBOX deployment and corresponding features confirms that this platform can be seen as a very promising e-learning platform. Exhaustive experiments were driven with success and it is ready for use.A experiência de aprendizagem baseada em tecnologias evoluiu para o mundo virtual da
Internet, onde os alunos têm a possibilidade de mudar uma aprendizagem presencial em sala
de aula para uma aprendizagem baseada em ambientes virtuais de aprendizagem suportados
por tecnologias. O conceito de e-learning surgiu nos anos sessenta (1960) quando um grupo de
investigadores da Universidade de Standford, nos Estados Unidos, começaram a experimentar
diferentes formas de publicar e atribuir conteúdos de aprendizagem através do computador.
Estas experiências marcaram o começo que levou à criação de inúmeras plataformas de
aprendizagem, inicialmente construídas em ambientes isolados e depois migradas para a
Internet como plataformas de aprendizagem baseadas na Web. Como objectivos inicias, estas
plataformas de aprendizagem incluem um conjunto de recursos para apoiar professores e
alunos no processo de aprendizagem. No entanto, algumas destas plataformas continuam a
ser baseadas em velhos modelos de aprendizagem centrados no professor, criadas com base
em tecnologias ultrapassadas que, dadas as necessidades actuais de um modelo de
aprendizagem centrado no aluno e da existência de tecnologias baseadas na Web 2.0, se
tornaram inadequadas. Como abordagem para enfrentar e superar estes desafios propõem-se
uma plataforma focada na personalização do ambiente de aprendizagem do aluno, composta
por uma interface amigável e uma correcta incorporação de raiz de serviços da Web 2.0.
No contexto dos sistemas operativos (SOs) o graphic user interface (GUI) é desenhado tendo
em conta um conjunto de abordagens que detalha como as pessoas devem interagir com os
computadores. Estas são as ideias chave para personalizar, instalar e organizar áreas de
trabalho virtuais. A combinação do conceito desktop com uma plataforma de aprendizagem
pode ser um trunfo para reduzir a curva de aprendizagem necessária para saber como utilizar
o sistema e também para criar um grupo de serviços flexíveis de aprendizagem. No entanto,
devido as limitações em soluções tradicionais hypertext transfer protocol - hypertext markup
language (HTTP - HTML), é necessário migrar estas tecnologias para um grupo de tecnologias
rich Internet application (RIA) e conceitos presentes em ambientes personalizados de
aprendizagem (personal learning environment - PLE) para construir uma plataforma baseada
em ambientes de trabalho virtuais de aprendizagem. As tecnologias RIA irão permitir a
criação de soluções Web poderosas que contêm muitas das características disponíveis em
aplicações desktop. Adicionalmente, o conceitos de PLE irá ajudar os alunos a gerir os seus
próprios conteúdos de aprendizagem.
Nesta dissertação, com base nas características apresentadas anteriormente, é apresentada a
personal learning environment box (PLEBOX). A plataforma PLEBOX é uma solução de
aprendizagem parametrizável com um ambiente de trabalho semelhante aos sistemas operativos actuais, baseando-se em personal learning environments e tecnologias RIA que
fornecem um melhor ambiente de aprendizagem para os seus utilizadores. Os programadores
da PLEBOX têm ao seu dispor um conjunto de ferramentas que permitem a criação de
módulos de aprendizagem e administração que podem ser instalados na plataforma. Estas
ferramentas são componentes de aprendizagem e interfaces construídos como APIs, serviços e
objectos do software development kit (SDK). Foi construído um conjunto de módulos com o
objectivo de avaliar e demonstrar os serviços de aprendizagem, os serviços de gestão, APIs e
SDKs. Para além disso, foram criados três casos de estudo para avaliar e demonstrar a
utilização dos serviços de aprendizagem em ambientes externos. O desenvolvimento
efectuado até ao momento na PLEBOX e respectivos recursos confirma que esta plataforma
pode ser vista com uma promissora plataforma de aprendizagem (e-learning), totalmente
modular e adaptativa. Realizaram-se experiências exaustivas para testar a plataforma e estas
foram realizadas com sucesso num ambiente real, estando assim a plataforma pronta para
exploração real
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