3 research outputs found

    The Integrated Environment for Learning Objects Design and Storing in Semantic Web

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    There is a variety of tools and environments for Learning Objects (LOs) design and delivery as well as learning object repositories (LOR) but the researchers could not find a repository that includes both functions: creation and storing of LOs. A number of different integrated learning systems are suggested for users that demonstrate the variety of e-learning methods and semantic capabilities. LO repository oer.ndma.lt/lor, that we are going to present, is very friendly and interoperable to use and assure LO design, search in semantic web, adaptation of the re-used objects and storing. There are no more existing LO repositories with the functionality presented by researchers. Transformation of closed education into open one without existence of well-structured, multifunctional and integrated environment becomes problematic. Authors will present an integrated environment for the LO design, search in semantic web, adaptation and storing of newly designed or re-designed LO. Measures will support the transformation of closed education into open and will assure effective design, re-usability and adaptation of LO in the integrated environment

    Technological aspects of the gamification model for e-learning participant’s engagement

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    Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant’s engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming

    Technological Aspects of the Gamification Model for e-Learning Participant's Engagement

    No full text
    Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant’s engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming
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