871 resultados para Virtual Learning Objects


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Virtual learning environments (VLEs) are computer-based online learning environments, which provide opportunities for online learners to learn at the time and location of their choosing, whilst allowing interactions and encounters with other online learners, as well as affording access to a wide range of resources. They have the capability of reaching learners in remote areas around the country or across country boundaries at very low cost. Personalized VLEs are those VLEs that provide a set of personalization functionalities, such as personalizing learning plans, learning materials, tests, and are capable of initializing the interaction with learners by providing advice, necessary instant messages, etc., to online learners. One of the major challenges involved in developing personalized VLEs is to achieve effective personalization functionalities, such as personalized content management, learner model, learner plan and adaptive instant interaction. Autonomous intelligent agents provide an important technology for accomplishing personalization in VLEs. A number of agents work collaboratively to enable personalization by recognizing an individual's eLeaming pace and reacting correspondingly. In this research, a personalization model has been developed that demonstrates dynamic eLearning processes; secondly, this study proposes an architecture for PVLE by using intelligent decision-making agents' autonomous, pre-active and proactive behaviors. A prototype system has been developed to demonstrate the implementation of this architecture. Furthemore, a field experiment has been conducted to investigate the performance of the prototype by comparing PVLE eLearning effectiveness with a non-personalized VLE. Data regarding participants' final exam scores were collected and analyzed. The results indicate that intelligent agent technology can be employed to achieve personalization in VLEs, and as a consequence to improve eLeaming effectiveness dramatically.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

There is still a great deal of opportunity for research on contextual interactive immersion in virtual heritage environments. The general failure of virtual environment technology to create engaging and educational experiences may be attributable not just to deficiencies in technology or in visual fidelity, but also to a lack of contextual and performative-based interaction, such as that found in games. However, there is little written so far on exactly how game-style interaction can help improve virtual learning environments.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Purpose – The purpose of this paper is to measure the performance of commercial virtual learning environment (VLE) systems, which helps the decision makers to select the appropriate system for their institutions. Design/methodology/approach – This paper develops an integrated multiple criteria decision making approach, which combines the analytic hierarchy process (AHP) and quality function deployment (QFD), to evaluate and select the best system. The evaluating criteria are derived from the requirements of those who use the system. A case study is provided to demonstrate how the integrated approach works. Findings – The major advantage of the integrated approach is that the evaluating criteria are of interest to the stakeholders. This ensures that the selected system will achieve the requirements and satisfy the stakeholders most. Another advantage is that the approach can guarantee the benchmarking to be consistent and reliable. From the case study, it is proved that the performance of a VLE system being used at the university is the best. Therefore, the university should continue to run the system in order to support and facilitate both teaching and learning. Originality/value – It is believed that there is no study that measures the performance of VLE systems, and thus decision makers may have difficulties in system evaluation and selection for their institutions.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper describes a project aimed at assessing the experience of a virtual learning environment (VLE) among students studying courses in operations management. The project was supported by the Higher Education Funding Council for England (HEFCE) under its Teaching Quality Enhancement Fund (TQEF). The main aim of the project was through the use of a questionnaire to establish the student experience of using a VLE through an examination of the learning and technical features which they encountered. The study also examines the approaches to learning adopted by the students, through the inclusion of a shortened version of the approaches and study skills inventory for students (ASSIST) which the students were asked to complete.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

DUE TO COPYRIGHT RESTRICTIONS ONLY AVAILABLE FOR CONSULTATION AT ASTON UNIVERSITY LIBRARY AND INFORMATION SERVICES WITH PRIOR ARRANGEMENT

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper deals with the security problems of DRM protected e-learning content. After a short review of the main DRM systems and methods used in e-learning, an examination is made of participators in DRM schemes (e-learning object author, content creator, content publisher, license creator and end user). Then a conceptual model of security related processes of DRM implementation is proposed which is improved afterwards to reflect some particularities in DRM protection of e-learning objects. A methodical way is used to describe the security related motives, responsibilities and goals of the main participators involved in the DRM system. Taken together with the process model, these security properties are used to establish a list of requirements to fulfill and a possibility for formal verification of real DRM systems compliance with these requirements.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

An approach to a specialized website creation – club of distance courses authors – on the basis of Virtual Learning Space “Web-Class KhPI” is implemented and suggested in the article.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Education in the Information Society is based on asynchronism in time and space, interactivity and virtual restructuring of the educational space. One way to implement such a model of training is web-based - use of the WWW as a virtual environment to access educational materials or to organize the learning process. This work presents a virtual learning environment (VLE) developed for students and made up of modules of dynamically changing content implemented by authorized users. The aim is, through advanced technology for e-learning, testing and self-testing to stimulate students’ activity to focus their potential on the acquisition of the necessary knowledge, skills and competences. The VLE was developed under the Human Resources Development Operational Programme.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper describes a methodological proposal for the design, creation and evaluation of Learning Objects (LOs). This study arises from the compilation and analysis of several LO design methodologies currently used in Ibero-America. This proposal, which has been named DICREVOA, defines five different phases: analysis, design (instructional and multimedia), implementation (LO and metadata), evaluation (from the perspective of both the producer and the consumer of the LO), and publishing. The methodology focuses not only on the teaching inexperienced, but also on those having a basic understanding of the technological and educational aspects related to LO design; therefore, the study emphasizes LO design activities centered around the Kolb cycle and the use of the ExeLearning tool in order to implement the LO core. Additionally, DICREVOA was used in a case study, which demonstrates how it provides a feasible mechanism for LO design and implementation within different contexts. Finally, DICREVOA, the case study to which it was applied, and the results obtained are presented

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Part 13: Virtual Reality and Simulation

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Research on students’ (and teachers’) images of mathematics and mathematicians reveals a number of stereotypical images, most of which are negative. In this paper we present an overview of some these images and stereotypes and consider the questions: (1) how might the image of mathematics and mathematicians be a problem in mathematics education, and (2) what can be done to remedy the situation? Also, we consider an outreach project called Windows into Elementary Mathematics. In this project mathematicians are interviewed about their perspectives on elementary mathematics topics and their interviews are videotaped and are posted online, along with supporting images and interactive content. In this context we consider the questions: (3) what is the Windows project about, and (4) how might it offer an alternate (and perhaps better) image of mathematics and mathematicians? Lastly, we share an example where activities from the project were used in a math-for-teachers course.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Desde hace 6 años el grupo de investigación E-Virtual de laUniversidad de Medellín viene trabajando en la implementaciónde asignaturas bimodales en la Institución. En el 2009, con elapoyo de MEN, se implementó la modalidad a distancia conmetodología virtual en el modelo pedagógico de la Universidad.Estas nuevas experiencias llevaron al Grupo a cuestionarsesobre las características pedagógicas y didácticas a teneren cuenta cuando se combinan la educación presencial y lavirtual. Para ello se indagó con profesores y estudiantes sobresu percepción al respecto. Para la recolección de informaciónse combinaron técnicas cualitativas y cuantitativas, que hanarrojado interesantes resultados, entre ellos proceso deinducción, interacciones comunicativas, Objetos Virtuales deAprendizaje y uso de la plataforma virtual.En este artículo se darán a conocer algunos resultados de lainvestigación, cuáles han sido los aspectos positivos de estaexperiencia y cuáles son las áreas a mejorar.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper presents two tools developed to facilitate the use and automate the process of using Virtual Worlds for educational purposes. The first tool has been developed to automatically create the classroom space, usually called region in the virtual world, which means, a region in the virtual world used to develop educational activities between professors, students and interactive objects. The second tool helps the process of creating 3D interactive objects in a virtual world. With these tools educators will be able to produce 3D interactive learning objects and use them in virtual classrooms improving the quality and appeal, for students, of their classes. © 2011 IEEE.