57,637 research outputs found

    Bridging the gap between digital libraries and e-learning

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    Digital Libraries (DL) are offering access to a vast amount of digital content, relevant to practically all domains of human knowledge, which makes it suitable to enhance teaching and learning. Based on a systematic literature review, this article provides an overview and a gap analysis of educational use of DLs.The research work presented in this paper is partially supported by the FP7 Grant 316087 AComIn ”Advanced Computing for Innovation”, funded by the European Commission in the FP7 Capacity Programme in 2012-2016.peer-reviewe

    Sorting Through and Sorting Out: The State of Content Sharing in the E-Learning

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    On 22-24 September 2002, a group of 22 education and information technology specialists gathered on the campus of the University of California at Irvine (UCI), for a symposium on the state of educational "content sharing." (See participant list.) The meeting was sponsored by the William and Flora Hewlett Foundation Education Program and the UCI Distance Learning Center. This paper summarizes the themes that emerged from that gathering. Most papers can be characterized as collaborative, but this one is particularly deserving of that adjective. The presentation here is an attempt to synthesize the ideas of all the participants, expressed in numerous conversational and written exchanges pre-, during and post-meeting. While every effort has been made to present the range of views, surely not all participants would agree with the emphases and interpretations herein.This report includes a hyper-linked bibliography and footnotes for additional web-based material on e-learning topics. Links are provided for the reader's convenience only, and represent neither an endorsement nor a guarantee of the accuracy of the content of the associated sites. Comments and questions about this document are welcomed, however, and should be directed to the author or the meeting sponsors

    Issues for consideration to adopt educational computer games for learning and teaching

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    Computer games have started to gain attention in the domain of learning and teaching. The integration of computer games for education in the classroom has starting to gain acceptance in some countries. However, for schools which have never used computer games in the classroom, study still need to be conducted to investigate the teachers' belief and attitude toward the usage. The purpose of this paper is to examine issues for consideration when adopting educational computer games for learning and teaching. This paper also examines the concepts that related to educational computer games and aspects of learning and teaching. In addition, the theories of technology acceptance which use to assess the perception, belief and attitude of teachers and students have also been investigated

    The Labyrinth

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    The Labyrinth is a puzzle video game meant to be experienced with a virtual reality headset. It aims to differ from typical puzzle games by being simultaneously fun, immersive, and mentally stimulating. The game consists of three unique level types, with room for further development to create more complex versions of said levels. In this document, we discuss how we developed the game environment to effectively engage the player in enjoyable and engaging problem-solving challenges. The game has been rigidly tested and play-testers were surveyed on their experiences, in order to improve the game
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