2000 ◽  
Vol 24 (1) ◽  
pp. 55-65 ◽  
Author(s):  
Gary Packham ◽  
Christopher Miller

2022 ◽  
Vol 301 ◽  
pp. 113868
Author(s):  
Xuan Cuong Nguyen ◽  
Thi Thanh Huyen Nguyen ◽  
Quyet V. Le ◽  
Phuoc Cuong Le ◽  
Arun Lal Srivastav ◽  
...  

2021 ◽  
Vol 27 (7) ◽  
pp. 103-111
Author(s):  
I. Ivanchenko ◽  
◽  
V. Romanov ◽  
M. Romanova ◽  
V. Khubulova ◽  
...  

Education 4.0 is a conceptually new approach to learning that meets the challenges of the digital revolution, aimed at transforming the future of education with the help of advanced technologies and automation. To integrate into the new digital space, it is necessary to revise the traditional educational paradigms with a futuristic approach. Students should acquire the skills necessary in the era of a dynamically changing technological environment. In this context, the article considers the main directions of digital transformation of education, namely, the modification and integration of traditional models of education. Also, within the framework of the study, the mechanisms of introducing digital technologies into the educational process were isolated, using the example of the Branch of the State budgetary educational institution of Higher Education «Stavropol State Pedagogical Institute»


2011 ◽  
pp. 1763-1773 ◽  
Author(s):  
Thomas Connolly ◽  
Mark Stansfield

The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.


Author(s):  
Hadas Weinberger

In this chapter, we suggest Echo, a model for utilizing Web technologies for the design of Web-based context-aware learning. Web technologies are continuously evolving to enhance information retrieval, semantic annotation, social interactions, and interactive experiences. However, these technologies do not offer a methodological approach to learning. In this chapter, we offer a new approach to Web-based learning, which considers the role of the user in shaping the learning experience. The key feature in Echo is the analysis and modeling of content for the design of a Web-based learning experience in context. There are three elements in Echo: 1) a methodology to guide the learning process, 2) techniques to support content analysis and modeling activities, and 3) a three-layered framework of social-semantic software. Incorporating this framework facilitates knowledge organization and representation. We describe our model, the methodology, and the three-layered framework. We then present preliminary results from on-going empirical research that demonstrates the feasibility of Echo and its usefulness for the design of a context-aware learning experience. Finally, we discuss the usefulness of Echo and its contribution to further research in the field of Web technologies.


Author(s):  
Asma Boudria ◽  
Yacine Lafifi ◽  
Yamina Bordjiba

The free nature and open access courses in the Massive Open Online Courses (MOOC) allow the facilities of disseminating information for a large number of participants. However, the “massive” propriety can generate many pedagogical problems, such as the assessment of learners, which is considered as the major difficulty facing in the MOOC. In fact, the immense number of learners who exceeded in some MOOC the hundreds of thousands make the instructors' evaluation of students' production quite impossible. In this work, the authors present a new approach for assessing the learners' production in MOOC. This approach combines the peer assessment with the collaborative learning and the calibrated method. It aims at increasing the degree of trust in peer-assessment. For evaluating the proposed approach, the authors implemented a MOOC dedicated for learning algorithms. In addition, an experiment was conducted during two months for knowing the effects of the proposed approach. The obtained results are presented in this paper. They are judged as very interesting and encouraging.


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