914 resultados para Multimedia Learning Simulation


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The article introduces the E-learning Circle, a tool developed to assure the quality of the software design process of e-learning systems, considering pedagogical principles as well as technology. The E-learning Circle consists of a number of concentric circles which are divided into three sectors. The content of the inner circles is based on pedagogical principles, while the outer circle specifies how the pedagogical principles may be implemented with technology. The circle’s centre is dedicated to the subject taught, ensuring focus on the specific subject’s properties. The three sectors represent the student, the teacher and the learning objectives. The strengths of the E-learning Circle are the compact presentation combined with the overview it provides, as well as the usefulness of a design tool dealing with complexity, providing a common language and embedding best practice. The E-learning Circle is not a prescriptive method, but is useful in several design models and processes. The article presents two projects where the E-learning Circle was used as a design tool.

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In this article the use of Learning Management Systems (LMS) at the School of Engineering, University of Borås, in the year 2004 and the academic year 2009-2010 is investigated. The tools in the LMS were classified into four groups (tools for distribution, tools for communication, tools for interaction and tools for course administration) and the pattern of use was analyzed. The preliminary interpretation of the results was discussed with a group of teachers from the School of Engineering with long experience of using LMS. High expectations about LMS as a tool to facilitate flexible education, student centered methods and the creation of an effective learning environment is abundant in the literature. This study, however, shows that in most of the surveyed courses the available LMS is predominantly used to distribute documents to students. The authors argue that a more elaborate use of LMS and a transformation of pedagogical practices towards social constructivist, learner centered procedures should be treated as an integrated process of professional development.

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Second Life (SL) is an ideal platform for language learning. It is called a Multi-User Virtual Environment, where users can have varieties of learning experiences in life-like environments. Numerous attempts have been made to use SL as a platform for language teaching and the possibility of SL as a means to promote conversational interactions has been reported. However, the research so far has largely focused on simply using SL without further augmentations for communication between learners or between teachers and learners in a school-like environment. Conversely, not enough attention has been paid to its controllability which builds on the embedded functions in SL. This study, based on the latest theories of second language acquisition, especially on the Task Based Language Teaching and the Interaction Hypothesis, proposes to design and implement an automatized interactive task space (AITS) where robotic agents work as interlocutors of learners. This paper presents a design that incorporates the SLA theories into SL and the implementation method of the design to construct AITS, fulfilling the controllability of SL. It also presents the result of the evaluation experiment conducted on the constructed AITS.

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It is sometimes unquantifiable how hard it is for most people to deal with game addiction. Several articles have equally been published to address this subject, some suggesting the concept of Educational and serious games. Similarly, researchers have revealed that it does not come easy learning a subject like math. This is where the illusive world of computer games comes in. It is amazing how much people learn from games. In this paper, we have designed and programmed a simple PC math game that teaches rudimentary topics in mathematics.

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Wie lässt sich die Qualität des Lernens, Lehrens und Prüfens durch den Einsatz neuer Medien steigern? Übertragen auf die Komponenten und Bausteine des E-Education-Prozesses heißt das: - Mit welchen digitalen Materialien und Komponenten ist eine effiziente computergestützte Inhaltserschließung möglich? - Mit welcher Organisationsform der Lehre kann ein maximaler Qualitätsgewinn für die traditionelle Präsenzlehre erzielt werden? - Wie lassen sich traditionelle Prüfungsformen durch digitale Medien bereichern und mit technischer Hilfe auswerten? - Wie müssen digitale Inhalte beschaffen sein, um einen Mehrwert für den Lehr- und Lernprozess, möglicherweise in Selbstlernszenarien, zu erzielen? - Wie muss eine Lernplattformaufgebaut sein, um E-Education in ihrer gesamten Breite zu unterstützen und eine hohe Akzeptanz zu erreichen? Die Autoren sind Hauptakteure des Marburger „Linguistik Engineering Teams“, das in sich das gesamte Know-How für die Entwicklung und Nutzung verschiedener Lehr- und Lernszenarien vereinigt: von der Konzeption über die Programmierung bis hin zur Nutzung in allen denkbaren Varianten. Ihr Buch ist ein Leitfaden, der aufzeigt, wie mit einem komplexen E-Education-System nicht nur Qualitäts-, sondern auch Kapazitätsgewinne sowie erhebliche Aufwandsreduktionen erreicht werden können.