9 research outputs found

    Teamwork Development across the Curriculum for Information Technology Students at Liepāja University: Processes, Outcomes and Lessons Learned

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    Teamwork skills are key feature for Information Technology (IT) specialists. The university IT curriculum contains both IT specific courses, and comprehensive courses. Due to limited amount of the learning courses and efficient achievement of learning goals, it is necessary to look for opportunities to integrate activities developing social and communication skills courses into IT specific courses. Managing the teamwork that is close to practice, it is necessary to solve the problems of teaching and learning organisation, and assessment of individual learning outcomes and competences. In Liepāja University, the student teamwork has been managed for several years as integral part of Software Engineering courses and study projects. The course management system Moodle has been used in learning process providing possibilities to evaluate both assignments submitted by students and their learning behaviour.Ā  The current paper describes and analyses the experience of academic staff of Liepāja University

    Implementing of Modeling Methods and Game Approach in Continuing Education Design

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    Sakarā ar straujo tehnoloÄ£iju attÄ«stÄ«bu, visās nozarēs pieaug pieprasÄ«jums pēc jaunām specifiskām zināŔanām un prasmēm, kuras ir nepiecieÅ”ams nepārtraukti pilnveidot. Å Ä« iemesla dēļ, aizvien lielāku nozÄ«mi izglÄ«tÄ«bā ieņem tālākizglÄ«tÄ«ba un mūžizglÄ«tÄ«ba. AtŔķirÄ«bā no tradicionālās izglÄ«tÄ«bas kursiem, tālākizglÄ«tÄ«bas kursu izstrādē daudz lielākā mērā ir jāņem vērā tādi faktori kā: iepriekŔējā izglÄ«tÄ«ba, tirgus pieprasÄ«jums, kursa izstrādes un realizācijas automatizācija, kursa individualizācijas iespējas, mācÄ«bu objektu atkārtotas izmantoÅ”anas iespējas, izglÄ«tÄ«bas un profesionālo standartu saskaņotÄ«ba ar tehnoloÄ£iju iespējām. Å ajā rakstā ir izpētÄ«tas modelÄ“Å”anas metodes, kas ļauj atspoguļot augstākminētos faktorus un to savstarpējo saistÄ«bu. Å Ä«s modelÄ“Å”anas metodes tiek izmantotas, lai izstrādātu vadlÄ«nijas tirgus prasÄ«bām atbilstoÅ”u profesionālo prasmju iegÅ«Å”anai, izmantojot spēļu pieeju. Spēļu pieeja apmācÄ«bā dod iespēju iegÅ«t prasmes, kuras ne vienmēr ir precÄ«zi definējamas. ModelÄ“Å”anas metožu izmantoÅ”ana tālākizglÄ«tÄ«bas kursu izstrādē dod iespēju dinamiski pielāgot kursa saturu atbilstoÅ”i nozarē nepiecieÅ”amajām specifiskajām zināŔanām un prasmē

    Application of a Service Oriented Paradigm as a Solution for the Development and Delivery of a Continuing Education Course

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    LÄ«dz ar straujo tehnoloÄ£iju attÄ«stÄ«bu un tām atbilstoÅ”o specifisko nozares zināŔanu nepārtrauktas pilnveides nepiecieÅ”amÄ«bu, pieaug tālākizglÄ«tÄ«ba un mūžizglÄ«tÄ«bas loma sabiedrÄ«bā. Tas, savukārt, rada nepiecieÅ”amÄ«bu noteikt tālākizglÄ«tÄ«bas kursa izstrādes un Ä«stenoÅ”anas prasÄ«bas atbilstoÅ”i ārējās vide izmaiņām un apmācāmā individuālajam mācÄ«Å”anās stilam. Ir bÅ«tiski izstrādāt tālākizglÄ«tÄ«bas kursu atbilstoÅ”i reālās dzÄ«ves situācijai, kā arÄ« piedāvāt elastÄ«gu un neatkarÄ«gu mācÄ«bu vidi. Lai sasniegtu Å”o mērÄ·i, ir izstrādāts tālākizglÄ«tÄ«bas kursa prototips, atbilstoÅ”i servisu orientētas arhitektÅ«ras principiem un spēļu pieejai. Å ajā rakstā ir atspoguļoti un sÄ«kāk raksturoti tā darbÄ«bas principi. Servisu orientētā arhitektÅ«ra (SOA) kļūst populāra, kā jauna pieeja IT sistēmu veidoÅ”anā. Tā dod iespēju elastÄ«gi izmantot un uzlabot biznesa procesu nodroÅ”ināŔanu saskaņā ar tā vajadzÄ«bām. Å Ä« paradigma galvenokārt tiek izmantota IT sistēmās uzņēmumos, bet reti tālākizglÄ«tÄ«bas kursu izstrādē un Ä«stenoÅ”anā. Å ajā rakstā tiek atspoguļots SOA pielietojums tālākizglÄ«tÄ«bas kursu izstrādē un Ä«stenoÅ”anā. Spēļu pieeja , kas tiek veidota atbilstoÅ”i spēlē atspoguļotai reālai dzÄ«ves situācijai, ir lietderÄ«gi izmantojama profesionālo prasmju iegÅ«Å”anā un demonstrÄ“Å”anā

    E-Learning Innovation: Cases in Riga Technical University

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    The article presents the stories of the eLearning development projects initiated by Riga Technical University Distance Education Study Centre. All the projects were carried out by early innovators at universities and city and town councils. Our plan intends to promote the acceptance of eLearning in the regions. To achieve this goal, we intend to employ the skills from diverse activity sectors (TV, Mobile phone), which will include eLearning, tLearning, mLearning and ePortfolio skills. We feel that this multi-informational approach better meets the skills, needs and expectations of the target group. The plan has the potential to become a platform for further innovation and large scale deployment

    Empowering the Disabled by Helping Them Achieve Their Educational Aspirations by a Multimedia Game-Based Approach

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    We tested the idea to develop the educational aspirations of the disabled in a multimedia game approach. Our aim was to develop IT and social interactive skills. Right from the start the game concept to teach skills to the disable received enthusiastic support from many special education teachers working with the disabled, game developers, volunteers working with the disabled and political leadersā€™ active in supporting social inclusion. In addition, our pilot project identified another target group, the service and support staff who work with the disabled. A number of the staff is eExcluded and lack basic computer skills, although a number are interested in learning these skills

    Using a Multimedia Game-Based Approach to Empower the Disabled and Help them Achieve their Educational Aspirations

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    In this study we tested our idea about developing the educational aspirations of the disabled in a multimedia game approach. Our aim was to develop IT and social interactive skills. Right from the start the game concept to teach skills to the disable received enthusiastic support from many special education teachers working with the disabled, game developers, volunteers working with the disabled and political leaders active in supporting social inclusion. In addition, our pilot project identified another target group, the service and support staff who work with the disabled. A number of the staff is eExcluded and lack basic computer skills, although a number are interested in learning these skill

    User Behavior in Multi-Screen Elearning

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    This article reports on the progress we have achieved as we continue to pilot new approaches using an eEcosystem that is based on a multi-screen concept to support e-learning. Here we recap our recent progress with the project JAUZI/eBig3 that is a multi-screen e-learning development. The approach effectively integrates the popular technologies of television, Internet, and mobile phones. It is a new way of using technology to support and encourage engagement in the lifelong learning process. Here we present the results of ten course pilots offered in 2013 with the eBig3-learning format as well as the teacher training courses offered by the MII project (Modern Education of Interests) in 2014. The target group of eBig3 courses was general public, but for the MII courses it was teachers. We compared the user behavior data from the various presented courses with the number of learning objects to the number of users. The normalised curves of the user behavior data graph are a valuable source for data analysis to teachers and course developers because they profile effectiveness of course content and delivery approach in respect to target group expections. Our observations about the variance in user behavior distribution between mandatory and optional courses can be used as a potential quality indicator for the success of eLearning courses

    "eBig3": A New Triple Screen Approach for the Next Generation of Lifelong Learning

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    In this report we want to map out our progress on design science research project ETM that creates a new approach to lifelong learning by the smart integration of the popular technologies Internet, mobile phones, and television [1,2,3]. By studying the results of the target group behaviour as they simultaneously use of these technologies, we designed the learning approach eBig3 that is based on user usage patterns. The evaluation of the initial delivery of the courses confirms the interest of the target group and their commitment to continue-on to pass the courses
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