55 research outputs found

    How can the EMMA approach to learning analytics improve employability?

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    In our current society there is a strong need for citizens to work on their employability and to develop key competences. Developing those competences should starts during formal education, but maintained throughout working life. MOOCs can accommodate several of the needs of the lifelong learners. EMMA facilitates learners in obtaining their personalised learning goals. And an integrated learning analytic solution will help to track the learning process and provide actionable feedback to improve, correct and ensure the achievement of students’ learning goalsThis work is funded by the EU, under the Competitiveness and Innovation Framework Program 2007-2017 (CIP) in the European Multiple MOOC Aggregator (EMMA) project. Grant Agreement no. 621030

    Implications of learning analytics for serious game design

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    This paper addresses the implications of combining learning analytics and serious games for improving game quality, monitoring and assessment of player behavior, gaming performance, game progression, learning goals achievement, and user’s appreciation. We introduce two modes of serious games analytics: in-game (real time) analytics, and post-game (off-line) analytics. We also explain the GLEANER framework for in-game analytics and describe a practical example for off-line analytics. We conclude with a brief outlook on future work, highlighting opportunities and challenges towards a solid uptake of SGs in authentic educational and training

    Learning analytics for motivating self-regulated learning and fostering the improvement of digital MOOC resources

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    Nowadays, the digital learning environment has revolutionized the vision of distance learning course delivery and drastically transformed the online educational system. The emergence of MOOCs (Massive Open Online courses) has exposed web technology used in education in a more advanced revolution ushering a new generation of learning environments. The digital learning environment is expected to augment the real world conventional education setting. The educational pedagogy are tailored with the standard practice which has been noticed to increase student success in MOOCs and provide a revolutionary way of self-regulated learning. However, there are still unresolved questions relating to the understanding of learning analytics data and how this could be implemented in educational contexts to support individual learning. One of the major issue in MOOCs is the consistent high dropout rate which over time has seen courses recorded less than 20% completion rate. This paper explores learning analytics from different perspectives in a MOOC context. Firstly, we review existing literature relating to learning analytics in MOOCs, bringing together findings and analyses from several courses. We explore meta-analysis of the basic factors that correlate to learning analytics and the significant in improving education. Secondly, using themes emerging from the previous study, we propose a preliminary model consisting of four factors of learning analytics. Finally, we provide a framework of learning analytics based on the following dimensions: descriptive, diagnostic, predictive and prescriptive, suggesting how the factors could be applied in a MOOC context. Our exploratory framework indicates the need for engaging learners and providing the understanding of how to support and help participants at risk of dropping out of the course

    ¿Pueden los MOOC cerrar la brecha de oportunidades?: La contribución del diseño pedagógico social inclusivo

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    Massive Open Online Courses (MOOCs) are open courses made available online at no cost to the user and designed to scale up, allowing for a large number of participants. As such, they are a disruptive new development which has the potential to widen access to higher education since they contribute to social inclusion, the dissemination of knowledge and pedagogical innovation. However, assuring quality learning opportunities to all cannot be simply reduced to allowing free access to higher education. On the contrary, it implies assuring equitable opportunities for every participant to succeed in their learning experience. This goal depends on the quality of the learning design. To be successful, a massive open online learning experience has to empower learners and to facilitate a networked learning environment. In fact, MOOCs are designed to serve a high heterogeneity of profiles, with many differences regarding learning needs and preferences, prior knowledge, contexts of participation and diversity of online platforms. Personalization can play a key role in this process. In this article, the authors describe the iMOOC pedagogical model and its later derivative, the sMOOC model, and explain how they contributed to the introduction of the principles of diversity and learner equity to MOOC design, allowing for a clear differentiation of learning paths and also of virtual environments, while empowering participants to succeed in their learning experiences. Using a design-based research approach, a comparative analysis of two course iterations each representing each model is also presented and discussed.Los cursos en línea abiertos y masivos (MOOC) son cursos abiertos disponibles en línea sin costo para el usuario y diseñados para ampliarse, permitiendo un gran número de participantes. Como tales, son un nuevo desarrollo disruptivo que tiene el potencial de ampliar el acceso a la educación superior, ya que contribuyen a la inclusión social, la difusión del conocimiento y la innovación pedagógica. Sin embargo, garantizar oportunidades de aprendizaje de calidad para todos no puede reducirse simplemente a permitir el acceso gratuito a la educación superior. Por el contrario, implica asegurar oportunidades equitativas para que cada participante tenga éxito en su experiencia de aprendizaje. Este objetivo depende de la calidad del diseño de aprendizaje. Para tener éxito, una experiencia de aprendizaje en línea abierta y masiva debe empoderar a los alumnos y facilitar un entorno de aprendizaje en red. De hecho, los MOOC están diseñados para servir a una gran heterogeneidad de perfiles, con muchas diferencias con respecto a las necesidades y preferencias de aprendizaje, conocimiento previo, contextos de participación y diversidad de plataformas en línea. La personalización puede jugar un papel clave en este proceso. En este artículo, los autores describen el modelo pedagógico iMOOC y su derivada posterior, el modelo sMOOC, y explican cómo contribuyeron a la introducción de los principios de diversidad y equidad en el diseño MOOC, lo que permite una clara diferenciación de las rutas de aprendizaje y también de entornos virtuales, al tiempo que permite a los participantes tener éxito en sus experiencias de aprendizaje. Usando un enfoque de design-based research, también se presenta y discute un análisis comparativo de dos iteraciones del curso, cada una representando cada modelo

    Improving the Learning Process in the Higher Education Through the Use of a Predictive Tool (Dashboard)

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    Improving the learning process in the high education through the use of a predictive tool (dashboard). De Jesús Liriano, Rubėn and Sevillano, María C., 2018: A Florida Distance Learning Association Journal (FDLA) Paper to be published in a special section of the US Distance Learning Association Professional Journal Distance Learning. Interaction/Predictive Tools/Dashboard/Evaluation Learning Process/Automated Process/eLearning Environment/Learning Environment/Learning Management System (LMS)/Cloud Computing/ Learning Performance, and Learning Analytics. The purpose of this study was the initial step in providing a clear understanding of the use of a predictive tool (dashboard) to improving the learning process in the higher education field. Through further applications and research, the predictive tool must be refined to increase accuracy, and provide expeditious, reliable feedback about the students’ progress in an online environment. This information will benefit e-learning facilitators in the following ways: 1) knowing their students and, therefore, identifying how best to deliver content to them; 2) applying the right predictive tool to capitalizing on the new experience and new opportunity; 3) taking value-added approaches to student engagement; 4) bridging connections in a precise manner between enriched content and e-learning; and 5) transforming e-learning into digital experience

    MOOCs and the funnel of participation

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    Massive Online Open Courses (MOOCs) are growing substantially in numbers, and also in interest from the educational community. MOOCs offer particular challenges for what is becoming accepted as mainstream practice in learning analytics. Partly for this reason, and partly because of the relative newness of MOOCs as a widespread phenomenon, there is not yet a substantial body of literature on the learning analytics of MOOCs. However, one clear finding is that drop-out/non-completion rates are substantially higher than in more traditional education. This paper explores these issues, and introduces the metaphor of a ‘funnel of participation’ to reconceptualise the steep drop-off in activity, and the pattern of steeply unequal participation, which appear to be characteristic of MOOCs and similar learning environments. Empirical data to support this funnel of participation are presented from three online learning sites: iSpot (observations of nature), Cloudworks (‘a place to share, find and discuss learning and teaching ideas and experiences’), and openED 2.0, a MOOC on business and management that ran between 2010-2012. Implications of the funnel for MOOCs, formal education, and learning analytics practice are discussed

    Big Data – A State-of-the-Art

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    The term Big Data has an increased and tautological occurrence in scientific publications. It is of interest how and whether the data provisioning is able to support enterprises in the handling and value creation of this emerging issue. Considering the amount of growing publication and the fuzzy nature of this term, an overview is requested to avoid duplications to gain relevant findings and to identify potential research gaps. To address this issue, a general literature review is accomplished, which extrapolates and clusters discussed research fields and potential gaps. It becomes apparent that a huge part of the research is technical driven. Moreover, no identified paper addresses the research area of functional data provisioning. This initiates further investigations to discuss whether Big Data itself negate such intention or research has missed it and improvements regarding Big Data are possible

    Modelos y herramientas para el proceso de desarrollo de serious games

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    Se presenta un proyecto I+D+T, (Investigación, Desarrollo y Transferencia) bianual. En este proyecto focalizamos nuestra investigación en los modelos y herramientas para el desarrollo de los Serious Games. Un Serious Game es un videojuego donde el objetivo trasciende el mero entretenimiento y busca incorporar un nuevo conocimiento en el jugador. La efectividad radica en su nivel de inmersión visual, sonora y emocional con el usuario y en su interactividad constante. A pesar de que los Serious Games pueden contribuir en la capacitación y entrenamiento en múltiples áreas, una barrera en el éxito de su adopción son las dificultades para medir los resultados del aprendizaje a través de su uso. En particular, la integración de las Analíticas de aprendizaje en el diseño de Serious Games ofrece oportunidades para rastrear y analizar datos del comportamiento de los estudiantes sobre la base de su interacción individual o grupal e interpretar el proceso de aprendizaje. Contar con un modelo para el Proceso de Elicitación de SG contribuirá con la difusión de buenas prácticas en un sector en expansión y permitirá la apertura de líneas de investigación, en procura de técnicas y procesos de desarrollo en dominios donde el trabajo multidisciplinario es fundamental.Eje: Tecnología Informática Aplicada en Educación.Red de Universidades con Carreras en Informátic

    Modelos y herramientas para el proceso de desarrollo de serious games

    Get PDF
    Se presenta un proyecto I+D+T, (Investigación, Desarrollo y Transferencia) bianual. En este proyecto focalizamos nuestra investigación en los modelos y herramientas para el desarrollo de los Serious Games. Un Serious Game es un videojuego donde el objetivo trasciende el mero entretenimiento y busca incorporar un nuevo conocimiento en el jugador. La efectividad radica en su nivel de inmersión visual, sonora y emocional con el usuario y en su interactividad constante. A pesar de que los Serious Games pueden contribuir en la capacitación y entrenamiento en múltiples áreas, una barrera en el éxito de su adopción son las dificultades para medir los resultados del aprendizaje a través de su uso. En particular, la integración de las Analíticas de aprendizaje en el diseño de Serious Games ofrece oportunidades para rastrear y analizar datos del comportamiento de los estudiantes sobre la base de su interacción individual o grupal e interpretar el proceso de aprendizaje. Contar con un modelo para el Proceso de Elicitación de SG contribuirá con la difusión de buenas prácticas en un sector en expansión y permitirá la apertura de líneas de investigación, en procura de técnicas y procesos de desarrollo en dominios donde el trabajo multidisciplinario es fundamental.Eje: Tecnología Informática Aplicada en Educación.Red de Universidades con Carreras en Informátic
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