25 research outputs found

    An empirical evaluation of e-learning usage in the higher education context

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    [EN] E-learning has been adopted for several years in Greece and abroad, and it is considered an integral part of blended learning. E-learning systems accumulate a vast amount of data which may be very valuable. The educational organizations may exploit the power provided by e-learning, if they analyze the usage and the content of the courses. An early assessment of the of e-courses use may provide useful information to the educators, in order to make educational interventions in their teaching material. This study suggests that the evaluation of e-learning usage may be carried out with the assesment of variables and metrics related to teacher training material and student trafficking. We propose three metrics which are combined efficiently, in order to quantify the quality characteristics of the courses and offer useful insights about the educational material and e-learning usage. This case study was implemented in the e-class platform of a Greek Higher Education educational institute. This platform created by the Greek Universities Network (GUNET) is very popular in Greece, since the majority of the Greek universities have adopted it. The results of our study confirmed the validity of our suggested approach, and highlighted the need for a more learnercentered focus and active participation of the students.Petasakis, I.; Kontogiannis, S.; Gounopoulos, E.; Kazanidis, I.; Valsamidis, S. (2020). An empirical evaluation of e-learning usage in the higher education context. Editorial Universitat Politècnica de València. 291-300. https://doi.org/10.4995/INN2019.2019.10147OCS29130

    A Systematic Review of Augmented Reality Game-Based Applications in Primary Education

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    Augmented Reality game-based learning (ARGBL) is quickly gaining momentum in the education sector worldwide as it has the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how ARGBL applications can impact students’ motivation and performance in primary education. This study addresses that topic by providing a systematic review, which analyses and critically appraises the current state of knowledge and practice in the use of ARGBL applications in primary education. In total, seventeen (17) studies that used either qualitative, quantitative, or mixed-methods to collect their data were analysed and were published between 2012 and 2017. The study results indicated that ARGBL applications are mainly used to document the design and development process, as well as to share preliminary findings and student feedback. Based on a comprehensive taxonomy of application areas for AR in primary education, ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitudes in laboratory experimental exercises for different courses. This review aims to offer new insights to researchers and provide educators with effective advice and suggestions on how to improve learning outcomes, as well as increase students’ motivation and learning performance by incorporating this instructional model into their teaching

    Blended Learning Evaluation In Higher Education Courses

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    Although traditional learning was a necessity for centuries and distance learning is sometimes the only way for learning for many learners, the last two decades a supplementary mode to the other modes of learning emerged, the e-learning. However, the last few years, blended learning has dominated as the only mode which combines perfectly the advantages of the other modes of learning. The role of educational content in blended learning is crucial. The key factor to success is high quality educational content, appropriate for learning and able to fulfill course educational aims and objectives. Most of the times it is not an easy task to give feedback to instructors about the online educational content.  However, some course characteristics and students’ actions may reflect the quality and quantity of the educational content. This study evaluates the use of blended learning in TEI of West Macedonia with the use of structured questionnaires exposed to the learners. The learners express their attitude about how useful the blended learning is and how this blended means facilitates their studies. It proposes two variables Richness and Usefulness, taking into account statistics concerning the courses. These variables aim to help course instructors and administrators review course usage and find course weaknesses. Keywords: Blended learning, evaluation, questionnaire, richness, usefulnes

    The Impact of the Digital Divide on the Adoption of e-Government in Greece

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    The adoption of e-government services and the active e-participation of citizens may be affected by the pre-dominant socio-economic inequalities. The current study examined the impact of the digital divide to the use of e-government and e-participation services. We used the micro-data from the national survey on the use of Information and Communication Technologies by the Greek households and individuals. This survey was conducted by the Greek Statistical Authority in 2017, in a representative sample of the Greek population (n = 3321). We analyzed the data using logistic regression equations. According to the results, the social exclusion factors may influence the use of e-government services. The most important socio-economic factors affecting the decision to use e-government services are the educational level, age and citizenship. The e-participation of the citizens in various democratic processes is only influenced by their educational attainment. This work highlights the impact of the digital divide to every aspect of our digital life. The state should implement policies to address the digital divide focusing on the vulnerable social subgroups, such as the low-educated and older people. The findings of our research may help the policymakers to conceptualize the effect of the digital divide to e-government adoption, in a multidimensional and integrative way. Keywords: e-government, Greece, digital divide, e-services, digital skill

    Using Embossed QR Codes on Product Packaging for People with Visual Impairments

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    Vision impairment severely impacts quality of life among adult populations. People with vision impairment often have to deal with a number of problems in their every-day life. One of them is related with their shopping and after sales experience. They need assistive tools so that they can get information about the products they shop and store in their home. QR codes is a well-known technology that contains a link and directs mobile users to a specified website. This website can include various and multimodal information related to a product that can easily be received through audio from peopled with visual impairments. In this paper we propose a solution for people with visual impairments in order to improve the way they shop. From the company’s side, QR code labels are printed and placed on the product’s packaging while on the same time a mobile application that supports QR code reading has been implemented. The users, scanning the QR code of a product using the mobile application, can seamlessly be redirected to the product-related audio information. The proposed approach and the implemented mobile application were tested by a group of people with vision impairment in order to assess its usability, satisfaction and intention to use. The evaluation results revealed that people with vision impairment find the provided mobile application useful and easy to use, while they are totally satisfied with the proposed approach, and they intend to use it in the future

    A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies

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    The deployment of augmented reality (AR) has attracted educators' interest and introduced new opportunities in education. Additionally, the advancement of artificial intelligence has enabled educational researchers to apply innovative methods and techniques for the monitoring and evaluation of the teaching and learning process. The so-called learning analytics (LA) discipline emerged with the promise to revolutionize traditional instructional practices by introducing systematic and multidimensional ways to improve the effectiveness of the instructional process. However, the implementation of LA methods is usually associated with web-based platforms, which offer direct access to learners' data with minimal effort or adjustments. On the other hand, the complex nature of immersive technologies and the diverse instructional approaches which are utilized in different scientific domains have limited the opportunities for research and development in this direction. Within these research contexts, we present a conceptual framework that describes the elements of an LA process tailored to the information that can be gathered from the use of educational applications, and further provide an indicative case study for AR-supported educational interventions. The current work contributes by elucidating and concretizing the design elements of AR-supported applications and provides researchers and designers with guidelines on how to apply instructional strategies in (augmented) real-world projects

    Facebook and Moodle integration into instructional media design courses: A comparative analysis of students’ learning experiences using the Community of Inquiry (CoI) model

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    Despite the educational potential of Facebook and Moodle, there are still unanswered questions about their impact on the student learning experience in a well-defined instructional design framework. This study aimed to compare the learning experiences of students who used Moodle (control group) and Facebook (experimental group), in terms of Community of Inquiry presence indicators, i.e., cognitive, teaching, and social presence. Several learning activities for the development of learning environments were carried out by 97 students who were enrolled in instructional media design courses. Findings from quantitative and qualitative analysis indicated that students using either Moodle or Facebook as their learning platform had similar perceptions of teaching and cognitive presence; however, Facebook users had a better social presence in the Community of Inquiry than their Moodle counterparts. Another point worth noting is that the experimental group’s female participants had better teaching presence, cognitive presence, and overall learning experience than their male peers

    Augmenting the learning experience in Primary and Secondary school education: A systematic review of recent trends in augmented reality game-based learning

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    There is a significant body of research relating to augmented reality (AR) uses for learning in the Primary and the Secondary education sectors across the globe. However, there is not such a substantial amount of work exploring the combination of AR with game-based learning (ARGBL). Although ARGBL has the potential to enable new forms of teaching and transform the learning experience, it remains unclear how ARGBL applications can impact students’ motiva tion, achievements, and learning performance. This study reports a systematic review of the literature on ARGBL approaches in compulsory education considering the advantages, disadvantages, instructional affordances and/or effectiveness of ARGBL across various Primary and Secondary education subjects. In total, 21 studies published between 2012 and 2017 in 11 indexed journals were analysed, with 14 studies focusing on Primary education and 7 on Secondary. The main findings from this review provide the current state of the art research in ARGBL in compulsory education. Trends and the vision towards the future are also discussed, as ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitude towards their learning. This review aims to lay the groundwork for educators, technology developers, and other stakeholders involved in the development of literacy programmes for young children by offering new insights with effective advice and suggestions on how to increase student motivation and improve learning outcomes and the learning experience by incorporating ARGBL into their teaching
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