247 research outputs found
Developing a Common Metadata Model for Competencies Description
Competence-based approaches are frequently adopted as the key paradigm in both formal or non-formal education and training. To support the provision of competence-based learning services, it is necessary to be able to maintain a record of an individualâs competences in a persistent and standard way. In this paper, we investigate potential issues related with the definition of a common metadata model for competencies description. This is done by applying the current state-of-the-art specification, IMS Reusable Definition of Competency or Educational Objective(IMSRDCEO), in a real case study, that is,the EuroPass Language Passport. We, then, identify four open issues with the description capabilities of the IMSRDCEO specification, and propose possible extensions to its information model, demonstrating their application in practice.The work on this publication has been sponsored by the TENCompetence Integrated Project that is funded by the European Commission's 6th Framework Programme, priority IST/Technology Enhanced Learning. Contract 027087 [http://www.tencompetence.org
Personalised Learning: Educational, Technological and Standardisation Perspective
The e-Learning paradigm shift capitalises on two main aspect: the elimination of the barriers of time and distance, and the personalisation of the learnersâ experience. The current trend in education and training emphasises on identifying methods and tools for delivering just-in-time, on-demand knowledge experiences tailored individual learners, taking into consideration their differences in skills level, perspectives, culture and other educational contexts. This paper reviews the shift towards personalised learning, from an educational, technological and standardisation perspective.The e-Learning paradigm shift capitalises on two main aspect: the elimination of the barriers of time and distance, and the personalisation of the learnersâ experience. The current trend in education and training emphasises on identifying methods and tools for delivering just-in-time, on-demand knowledge experiences tailored individual learners, taking into consideration their differences in skills level, perspectives, culture and other educational contexts. This paper reviews the shift towards personalised learning, from an educational, technological and standardisation perspective
Lifelong Competence Development: Towards a Common Metadata Model for Competencies Description â The Case Study of Europass Language Passport
Competence-based approaches in the field of formal or non-formal education and training are becoming more common and appear to offer the opportunity to develop programmes that meet needs of learners, trainers and potential employers. To support the provision of competence-based learning services, it is necessary to maintain a record of an individualâs competences in a persistent and standard way. In this paper, we investigate the problem of defining a common metadata model for the description of competencies based on the application of the current state-of-the-art specification (namely, the IMS RDCEO) in describing competencies, in a real case study, that is, the EuroPass Language Passport. To this end, we identify four open issues on the description capabilities of the IMS RDCEO specification, and propose possible extensions to its information model, demonstrating their application in practice.This work has been sponsored by the EU project TENCompetenc
Advanced Technologies for Life-Long Learning: Special Issue Educational Technology & Society
Personalised Learning: Educational, Technological and Standardisation Perspective
The e-Learning paradigm shift capitalises on two main aspect: the elimination of the barriers of time and distance, and the personalisation of the learnersâ experience. The current trend in education and training emphasises on identifying methods and tools for delivering just-in-time, on-demand knowledge experiences tailored individual learners, taking into consideration their differences in skills level, perspectives, culture and other educational contexts. This paper reviews the shift towards personalised learning, from an educational, technological and standardisation perspective.The e-Learning paradigm shift capitalises on two main aspect: the elimination of the barriers of time and distance, and the personalisation of the learnersâ experience. The current trend in education and training emphasises on identifying methods and tools for delivering just-in-time, on-demand knowledge experiences tailored individual learners, taking into consideration their differences in skills level, perspectives, culture and other educational contexts. This paper reviews the shift towards personalised learning, from an educational, technological and standardisation perspective
A study on exploiting commercial digital games into school context
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this paper is to provide evidence for the effect of a general-purpose commercial digital game (namely, the âSims 2-Open for Businessâ) on the achievement of standard curriculum Mathematics educational objectives as well as genera l educational objectives as defined by standard taxonomies. Furthermore, studentsâ opinions about their participation in the proposed game-supported educational scenario and potential changes in their attitudes toward math teaching and learning in junior high school are investigated. The results of the conducted research showed that: (i) students engaged in the game-supported educational activities achieved the same results with those who did not, with regard to the subject matter educational objectives, (ii) digital game- supported educational activities resulted in better achievement of the genera l educational objectives, and (iii) no significant differences were observed with regard to studentsâ attitudes towards math teaching and learning
A workflow for learning objects lifecycle and reuse: Towards evaluating cost effective reuse
Over the last decade Learning Objects (LOs) have gained a lot of attention as a common format for developing and sharing digital educational content in the field of technology-enhanced learning. The main advantage of LOs is considered to be their potential for component-based reuse in different learning settings supporting different learning activities. However, despite the importance of the concept of reuse and its potential benefits in digital educational content production and deployment, there are only sporadic efforts to study issues related to LOs reuse that would allow interested parties (such as people, organizations and initiatives) to assess the conditions for and eventually implement systematic LOs reuse within the context of learning activities design and development. This is a drawback in adopting the LOs paradigm towards reducing costs and effort. In this paper, we study existing efforts for the definition of the different steps involved during the LOs lifecycle, we identify the aspects of LOs reuse within the context of learning activities design and development, we propose a thorough workflow for LOs lifecycle that can support LOs reuse and enable us to define a set of metrics for cost effective LOs reuse, and discuss the cost effectiveness conditions in various use cases
Introduction to Smart Learning Analytics: Foundations and Developments in Video-Based Learning
Smart learning has become a new term to describe technological and social developments (e.g., Big and Open Data, Internet of Things, RFID, and NFC) enable effective, efficient, engaging and personalized learning. Collecting and combining learning analytics coming from different channels can clearly provide valuable information in designing and developing smart learning. Although, the potential of learning analytics to enable smart learning is very promising area, it remains non-investigated and even ill-defined concept. The paper defines the subset of learning analytics that focuses on supporting the features and the processes of smart learning, under the term Smart Learning Analytics. This is followed by a brief discussion on the prospects and drawbacks of Smart Learning Analytics and their recent foundations and developments in the area of Video-Based Learning. Drawing from our experience with the recent international workshops in Smart Environments and Analytics in Video-Based Learning, we present the state-of-the-art developments as well as the four selected contributions. The paper further draws attention to the great potential and need for research in the area of Smart Learning Analytics
Trends in Educational Technology through the Lens of the Highly Cited Articles Published in the Journal of Educational Technology and Society
Developing teachers' competences for designing inclusive learning experiences
Inclusive education, namely the process of providing all learners with equal educational opportunities, is a major challenge for many educational systems worldwide. In order to address this issue, a widely used framework has been developed, namely the Universal Design for Learning (UDL), which aims to provide specific educational design guidelines to ensure accessibility of all learner types to the learning environment. On the other hand, nowadays teachers are provided with ample opportunities for freely accessing a wide number of Open Educational Resources (OERs) that are available through existing OER initiatives. Within this context and following the UDL principles, teachers are expected to be able to select and transform and/or augment, OERs to fit their learners' diverse needs towards delivering inclusive learning experiences. This calls for developing specific teachers' competences that are aligned with existing competence frameworks such as the Competence Framework for Inclusive Teachers (CFIT) towards effectively engaging them in the aforementioned process. To this end, the scope of this paper is to present the design, implementation and evaluation of a teacher professional development program (PDP) aligned with CFIT for designing inclusive OERs by applying the UDL principles. The evaluation results of the teacher PDP demonstrated its added value for developing teachers' competences towards designing inclusive learning experiences for their students
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