901 resultados para device independent mobile learning


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Monográfico con el título: 'Adaptación y accesibilidad de las tecnologías para el aprendizaje'. Resumen basado en el de la publicación

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Se propone, desde la Asociaci??n de Aprendizaje Grundtvig, mejorar el aprendizaje de lenguas extranjeras de las personas adultas mediante el uso de dispositivos m??viles; para ello se investigan el uso de apps existentes y el desarrollo de nuevas apps con los socios europeos y nuestros alumnos , a la vez que se abren nuevas posibilidades did??cticas gracias al mobile-learning. Este proyecto se integra para el desarrollo del PE del Centro.

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Mobile learning involves use of mobile devices to participate in learning activities. Most elearning activities are available to participants through learning systems such as learning content management systems (LCMS). Due to certain challenges, LCMS are not equally accessible on all mobile devices. This study investigates actual use, perceived usefulness and user experiences of LCMS use on mobile phones at Makerere University in Uganda. The study identifies challenges pertaining to use and discusses how to improve LCMS use on mobile phones. Such solutions are a cornerstone in enabling and improving mobile learning. Data was collected by means of focus group discussions, an online survey designed based on the Technology Acceptance Model (TAM), and LCMS log files of user activities. Data was collected from two courses where Moodle was used as a learning platform. The results indicate positive attitudes towards use of LCMS on phones but also huge challenges whichare content related and technical in nature.

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This article is about Literature Circles and its ongoing implementation at Parade College, where it is regarded as an innovative, flexible and inclusive strategy that motivates adolescent learners, particularly boys, to read for enjoyment, for independent learning, and for the enhancement of literacy knowledge, skills and capabilities.

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Increasingly on the agendas of governments and educational leaders is an impetus to increase the number of computing devices in schools across Australia. There is much expected, promised and hoped for in developing 1:1 eLearning pedagogies, or ubiquitous approaches in ICTs. In 2008, the Intel Classmate PC 1:1 eLearning Project investigated the effects on classroom practices which arose from the provision of low-cost mobile learning devices for each student to use in a collaborative learning environment. The overall goal of the research was to provide evidence and understanding about the impact of 1:1 eLearning on student/teacher and student/student interactions, pedagogical and curriculum practices and student learning. This presentation draws from six primary school case studies, across three States of Australia. Significant successes and challenges were experienced across the diverse sites of these studies. Through these schools’ participation in this pilot study, five key factors have been identified as contributing to, or hindering the adoption and implementation of the devices. These included: ICT infrastructure, connectivity and hardware; Teacher attributes; Pedagogical and curriculum approaches; Teacher professional knowledge, and; School leadership.

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[EN]In this paper we analyze the use of tablets in the classroom and the new key technologies based on mobile learning; describing their potential in the academic activities. We start always to identify and describe the key trends in educational technology in the field of teaching and learning and as always start from the last NMC Horizon Report 2014. So we will see how our university experience in the field of law, we used the methodological synergy and integration of the flipped classroom, apps design and even the gamification as new teaching tools of the digital ecosystem.

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La realidad aumentada educativa es una tecnología que actualmente está mejorando la calidad de enseñanza, la utilización de dispositivos móviles permite que el estudiante sea protagonista de su aprendizaje sin estar confinado a un espacio o tiempo específico para aprender. Aplicaciones colaborativas con realidad aumentada están siendo empleadas cada vez más en la educación, de tal forma que fomentan el trabajo en grupo donde los estudiantes comparten conocimiento, dudas, opiniones logrando un mejor nivel cognitivo que trabajando individualmente. En este trabajo se presenta el estado de la cuestión de Aplicaciones Educativas con Realidad Aumentada en dispositivos móviles, y Aplicaciones Educativas colaborativas con Realidad Aumentada, desarrolladas desde el 2002 e implementadas en instituciones educativas. Así mismo se realiza un estudio sobre la Realidad Aumentada, Realidad Aumentada móvil y Aprendizaje Móvil. Además, a partir de las características del estudio de las aplicaciones con Realidad Aumenta, se realiza un análisis y diseño de una Aplicación Móvil para el proyecto de inicio de los alumnos de nuevo ingreso de la UPM. Así como también una herramienta de autoría para las gestiones de las actividades propuestas por los docentes de la UPM. Finalmente se presenta un caso de prueba en el que se implementa parte de la propuesta de este trabajo, logrando construir un parte funcional para el proyecto inicial denominado PIANI – UPM. ---ABSTRACT---Educational Augmented reality is a technology that is improving the quality of teaching, use of mobile devices enables the student to be protagonists of their learning without being confined to a specific space or time to learn. Collaborative augmented reality applications applied in education are being used gradually encourage group work where students share knowledge, doubts, opinions so they achieve better cognitive level than working individually. In this paper the description of educational applications is presented with Augmented Reality using mobile devices, and collaborative educational Augmented Reality applications, developed since 2002 and implemented in educational institutions. Also a study on Augmented Reality, Mobile Augmented Reality and Mobile Learning is performed. Furthermore, from the study of the characteristics of Reality applications increases, an analysis and design of a mobile application for the proposed start of new students of UPM is performed. As well as an authoring tool for the efforts of the activities proposed by the teachers of the UPM. Finally a test case is presented in which part of the proposal of this work is implemented, obtaining building an initial prototype called PIANI - UPM.