Advances in Computer-Supported Learning
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Nevertheless, the online social interactions underlying the collaboration processes are still not well understood. As for online learners, they are often isolated and require a lot of self-regulation to succeed. The research effort presented in this paper covers a review of visualization techniques supporting the online collaborative learning process. Therefore, we give an overview of collaboration importance and how it could be enhanced with such visualizations.
Lack of motivation is an issue for some learners. If they do not find the course materials engaging, they do not spend enough time to gain a deeper understanding of the subject matter. The term gamification is used to denote the application of game mechanisms in non-gaming environments with the objective of enhancing the process.
Students were asked to complete three problem-solving tasks involving designing and troubleshooting computer networks using simulation software. The results show that students were not conscious that they were applying computational thinking concepts when designing and troubleshooting networks on simulation software.
Track 5. Computer Supported Collaborative Learning (CSCL)
It appears their interest were to simply get problems solved but not necessarily with the understanding of the application of the concepts of computational thinking. Information and communication technology ICT has evolved rapidly during the last decades. These technological advancements have enabled new ways of teaching and learning, such as online courses, where students attend training using their own computer equipment. Previous studies have shown that the student satisfaction and learning outcomes do not differ between the classroom and online students.
However, our previous study conducted on hybrid courses, where part of the students was present in a classroom and part are participating online, revealed some issues related to teaching methods and technical difficulties. In this study, we researched how teachers of a commercial ICT-training organisation feel teaching on hybrid courses.
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This is mainly because it was difficult for teachers to pay attention equally to the classroom and online participants. Also, technical difficulties occurring during the course are disturbing the teaching. Learning objects are used in many knowledge areas and may be aligned with technologies such as stereoscopy and ultra-high definition, instigating interactions and arousing interest in educational environments. Generating such objects from real pieces is a challenge because it requires computational resources to maintain quality and fidelity.
Hence, we developed a framework capable of generating learning objects from real pieces with quality and fidelity of form, color, and texture. This article focuses on the generation of learning objects for these devices. Identify the games that best meet the needs and expectations of teachers and objectives of their courses remains a necessity about the integration of serious games among active teaching methods.
Indeed, several serious games have developed in recent years, and it is often difficult for a teacher, not a computer scientist in particular, to find a game that meets these specific needs. Our aim is to develop models and tools enabling the teacher to find serious games adapted to his needs, considering user feedback and their traces of interaction with the game. To this end, we have explored the evaluation methods of serious games as well as methods of extracting knowledge from traces and texts.
In this paper, we present our method of knowledge extraction of educational objectives.
The Bebras International Challenge on Informatics and Computational Thinking is a contest open to pupils of all school levels from primary up to upper secondary based on tasks rooted on core informatics concepts, yet independent of specific previous knowledge such as for instance that acquired during curricular activities. This paper describes the design choices, the architecture, and the main features of the web-based platform used to carry out the Italian Bebras contest. This platform includes functionalities needed by students, teachers, and Bebras staff during the execution of the challenge, tools to support the preparation of tasks and the training of students, instruments to evaluate the results and analyse data collected during the challenge.
The platform is online since and it has managed the participation of around 25, teams and a significant amount of training sessions. The VUI is rapidly becoming suitable for various practical purposes using voice-operated smartphones, or smart speakers like Amazon Echo or Google Home. This study demonstrates examples of existing educational applications for VUIs and chatbot interfaces. In the education modality known as Distance Learning DL , the virtual learning environment VLE is the main platform that students use to take courses.
Saite VLE operation from user's perspective will be explored, highlighting the most important and ground breaking aspects. In addition, it is intended to report the production process of this VLE from the point of view of the teams involved: pedagogical, graphic design and technology. Finally, it is highlighted the importance of applying updated teaching methodologies in DE courses, considering the innovations that constantly emerge in education.
This paper presents three mobile application systems which have been designed and developed at the Department of Fundamental and Applied Linguistics of Novosibirsk State University, Russian Federation. It also serves as a means of alternative communication for such children. The mobile applications are described in some detail.
The paper briefly discusses the strengths and weaknesses of the applications as well as the opportunities they provide to the children with language problems, to their parents, and to the speech and language therapists who work with the children having language problems. Assessment plays important role in learning process in higher education institutions.
However, poorly designed exams can fail to achieve the intended learning outcomes of a specific course, which can also have a bad impact on the programs and educational institutes. One of the possible solutions is to standardize the exams based on educational taxonomies. However, this is not an easy process for educators. With the recent technologies, the assessment approaches have been improved by automatically generating exams based on educational taxonomies.
Furthermore, it elaborates on the principles and requirements for generating exams automatically. It also report on a prototype implementation of an authoring tool for generating exams to evaluate the achievements of intended learning outcomes. Great changes of ideas, methods and systems place new challenges for researchers, practitioners, and educators in engineering in these days.
The most affecting change is for lifecycle engineering of cooperating systems operated multidisciplinary products. Product information is represented and handled in dedicated engineering system using complex model in which objects are glued by consistent system of contextual connections. Crossing disciplinary borders even at a single contextual connection is unavoidable. Groups of engineers develop and apply these models accessing modeling and other capabilities in accordance with area of industry, disciplines, and human role.
Appropriately configured and cloud-based modeling assures integration of theory and practice in knowledge driven model system. The reported work is based on analysis of the above situation at the Laboratory of Intelligent Engineering Systems. Formerly published results were applied at this recent research to integrate engineering course in the above characterized industrial engineering system using appropriately configured model. This paper outlines recent advanced features of engineering modeling systems which support their application for the above purpose.
This is followed by novel concept of model mediated engineering course, methodology for university course specific engineering model configuration, and possibility to realize course specific models in advanced industrial modeling system environments. The objective of work is teaching and learning method which can be applied at real industrial engineering modeling system in integration with research and industrial engineering activities. Reference management software helps students and researchers to store and to cite publications in different citing formats. Common features of reference management software include advanced searching, reference libraries and generation of citations.
Some implementations help users to be connected to digital libraries to get the article metadata of interest. Some researchers need to manage references of publications from open access journals because of the elimination of barriers such as the price to get publications. However, the number of publications grows each year and the researchers devote so much time to the retrieval, analysis and management of bibliographic information.
To solve this problem, in this work, we present a framework to support the search, download and management of bibliographic information. A content-based recommender module based on Open Linked Data is included into the framework. The results are presented to the user for the selection process. The metadata of the selected publications are stored in a local database integrated in a bibliographic management system.
A prototype was developed and was tested with information from open access journals managed by the DOAJ. Algorithm visualization has been high topic in CS education for years, but it did not make its way to university lecture halls as the main educational tool. The present paper identifies two key condition that an algorithm visualization must satisfy to be successful: general availability of used software, and visualization of why an algorithm solves the problem rather than what it is doing.
Invariants are known in Program Correctness Theory and Software Verification and many researchers believe that knowledge of invariants is essentially equivalent to understanding the algorithm. One our important finding is that, due to computing power of the recent hardware, even very complex visualization involving 3D animation e.
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Some of the reasons for such a statement are i the current changes of educational systems in general, ii eventually unreasonable switching between ephemeral learning trends and tools. Despite the use of learning management systems, learners or educators, face today a real and increasing difficulty in finding optimal communication for the learning coalition between the students and the teachers. We conclude that Open edX engage students more, therefore, educational institutions should move forward to modern eLearning platforms.
Gustavo H. Alexandre, Simone C. Santos, Ariane N. Rodrigues and Priscila B. The dynamism of the global economy and its growing dependence on Information Technology, more complex and integrated, has required a transformation in the education of software professionals with the focus on the development of skills such as teamwork, real practice of problem-solving, managerial profile and analysis of solutions. In this context, the Problem-Based Learning PBL approach falls as a glove for the training of professionals in these competencies.
CSEDU - 10th International Conference on Computer Supported Education Abstracts
From this motivation, this paper describes the application of the PBL approach in an Information Systems course. Aiming the effectiveness of this approach, the Framework described in Santos and Rodrigues, was applied, which proposes tools for the planning, execution, monitoring, and improvements of PBL. The results showed the suitability of the Framework for this purpose, describing how it was applied and how the PBL can be managed, besides emphasizing main benefits and improvement points from this application.
For students, capstone project represents the culmination of their studies and is typically the last milestone before graduation. This paper reflects on organizing IT capstone projects in computer science and software engineering Master programmes in a Sino-Finnish setup.
International Journal of Computer-Supported Collaborative Learning
We also discuss the importance of active learning and transferring the responsibility of learning from teachers to students in order to achieve the intended learning outcomes. During a capstone course students design and implement a solution to a complex, ill-defined real-life problem. We present and discuss the results from student feedback surveys and propose areas for further development.
Digital games, particularly serious games, are seen as an important element for providing stimulation and simulation in educational settings. The Storyboard Interpretation Technology SIT is a feature to support the development of games, especially for educational contexts. This prototype aims at supporting the development of a students critical reflection in STEM contexts, taking into account that students must be encouraged to understand the deeper meaning of a problem.
In order to determine the suitability of the digital game, a user experience evaluation with a game test was carried out for the target group of students at the age of 11 to 13 years.