2,229 research outputs found
EU–originated MOOCs, with focus on multi- and single-institution platforms
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ 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 OER’s 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 University’s (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 learners’ 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 University’s 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 OU’s 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 OU’s 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 users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
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How to design for persistence and retention in MOOCs?
Design of educational interventions is typically carried out following a design cycle involving phases of investigation, conceptualization, prototyping, implementation, execution and evaluation. This cycle can be applied at different levels of granularity e.g. learning activity, module, course or programme.
In this paper we consider an aspect of learner behavior that can be critical to the success of many MOOCs i.e. their persistence to study, and the related theme of learner retention. We reflect on the impact that consideration of these can have on design decisions at different stages in the design cycle with the aim of en-hancing MOOC design in relation to learner persistence and retention, with particular attention to the European context
Middle School Physics Experiment Teaching Within “Internet Plus”: From the Status Quo to Implications
Middle school physics experiment is a significant basic course with extensive content and strong practicability. This course has high requirements for students to master and understand the background and basic principles of various physical experiments, as well as the working principles and the use of various experimental devices. Based on the importance of physics experiment teaching and the limitations of the traditional experiment teaching mode, this paper first reviews the traditional mode in the context of the Internet and puts forward the new physics experiment teaching mode within "Internet Plus" in the new era, including theoretical guidance of constructing the experimental teaching mode, the innovation of teaching methods and examination methods, and the prospect of promoting the development of education industry. At the same time, this paper puts forward the network teaching platform system that can implement the new physics experiment teaching, including exercises, flipped classroom, and Massive Open Online Courses (MOOC), and discusses them separately, hoping to provide research reference for middle school physics teaching and research in the future
Data analysis and learning analytics for measure effects of gamification in a math online project
Nowadays the use of the information and communication technologies (ICT) is more and more
common in the learning and teaching process. Modern forms of education have risen and these
require the implementation of new learning paradigms: situated cognition, student-centred learning,
distributed cognition, constructivism, and communities of practice, among others. However there is an
important problem that concerns educators, the lack of student motivation and engagement in
education, especially in the e-learning environment (Online Education, Online Courses), where the
motivation and the active role of students are definitely the key. Therefore, the interest of researchers
in the subject of gamification, which main pillars are motivation, progressiveness and instant feedback,
has increased. Furthermore, influence of gamification, depending on utilized components (challenge,
curiosity, competion, recognition, etc) may have different effects on students. Thus, there is a need of
deeper understanding of dependencies between engagement and implemented gamification
elements. The goal of such analysis could be personalization of an e-learning system based on a
model that enables management of gamification process individually for every student.
The purpose of this paper is to investigate how gamification affects a Mathematics Online Course that
is using this model as a pedagogical strategy. It relates such strategy with active learning practices
and discusses its effectiveness, investigating how gamification can motivate students to participate
more deeply and even to change their self-concept as learners. Moreover, the learning analytics and
data analysis shows that implementation of the gamification components contributes to the
engagement of students in an e-learning environment, having a positive impact on the final grade.info:eu-repo/semantics/publishedVersio
Application of Case-based Teaching Based on Flipped Classroom in C++
Among programming languages, C++ programming language is relatively difficult to learn. In order to help students learn C++ language better, two solutions is proposed in this paper. The first solution is to introduce the idea of flipped classroom into C++ teaching. Because of the many difficulties in C++, students can watch and discuss with their classmates anytime and anywhere through the video explanation of the flipped classroom. Teachers explain the key points and difficulties in offline classrooms, which will help students quickly master C++ knowledge points.The second solution is to design a case based on a real project and then integrate the case into daily C++ teaching. In this way, students can quickly transition from the level of knowledge mastery to the level of knowledge application, which helps to cultivate students’ coding ability based on real project
Human factor in industry of the future - Knowledge acquisition and motivation
Industry of the future bases on people knowledge, creativeness and motivations. Although, the number of workers needed in factories of the future decreases, the requiremenets concerning employees skills have been increasing. The knowledge of employees determines the factory system quality and efficiency. The motivation of people determines continuous improvement and development realized by problems identification and elimination. Hence, adequate learning methods are required to be implemented to achieve the following goals: empower and motivate people. This paper presents chosen methods such as learning by doing, computer simulations and virtual reality which support knowledge acquisition by people being prepared for work in factories of the future. The presented methods also increase employee awareness concerning possibilities of improvements
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