2 research outputs found

    Step by Step Guide to Implementing LMS with Live Teaching : Case study: eVarsity(dot)Net

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    Nearly 100 percent of Finnish educational institutes offer some form of online studies from high school level to higher institutes. These platforms are given fancy names such as Wil-ma by Eira High School or Tuubi by Metropolia. Some institutes move further to offer full courses online called Virtual Open University where prospective students can accumulate credits online to prepare them towards a degree or diploma course. Degree students are also able to enroll with permission to gain some extra credits online. Using already existing LMSs students are able to access static resources in the form of recorded videos, audios or PDF files pre-uploaded as course contents to the sites. Students are able to communicate with the lecturers via chats, emails or messaging through the online Learning Management System (LMS). However, collaboration does not happen in real time therefore more students are likely to get bored along the way and drop out of the course entirely if they feel a teacher delays in responding to their questions or the course is too abstract to them and they cannot seem to get the explanation from reading the materi-als. The goal of this project is to produce a near experience to the conventional style of teach-ing by bringing live web conferencing together with LMS. Two separate LMS and a web conferencing servers shall be installed. The web conferencing server shall be integrated into the LMS. Students shall be able to watch and hear a live lecture by a lecturer who can navigate presentation files, write on a whiteboard for all the students to see in real time. Everything happens in a web browser and it is completely cloud-based. Nothing to down-load on install on the client PCs of the teacher or students

    Tilan vaikutus luovuuteen innovoinnissa

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    In the OVET project we study, how space affects users’ creativity during innovation activity. The space covers physical, virtual and social aspects, including communication technology, usage of a space and people’s behaviour in a space. The core of the project is to develop a model and methods for evaluating space experience and creativity from user-centred point of view. The impact of space on creativity is studied by simulating innovation activity in different space combinations.OVET-projektissa tutkitaan tilan vaikutusta käyttäjien luovuuteen innovaatiotoiminnassa. Tutkimuksessa tarkastellaan tilaa laajasta näkökulmasta, jossa otetaan huomioon paitsi fyysinen tila myös viestintäteknologian hyödyntäminen tilassa ja tilan sosiaalinen ulottuvuus, kuten ihmisten käyttäytyminen ja vuorovaikutus tilassa. Projektissa kehitetään menetelmä käyttäjien tilakokemuksen ja luovuuden arvioimiseen. Tilan vaikutusta käyttäjän luovuuteen tutkitaan simuloimalla innovaatiotoimintaa erilaisissa tilaratkaisuissa
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