GAMES FOR LEARNING ALGORITHMIC THINKING (GLAT) PROJECT: PERCEIVED FACTORS ACCOUNTING FOR TEACHER ACCEPTANCE AND USAGE OF A NEW LEARNING SCENARIOS DESIGN TOOL – THE LEPLANNER

Author(s):  
James Sunney Quaicoe ◽  
Mart Laanpere ◽  
Kai Pata ◽  
Nataša Hoić-Božić ◽  
Romil Rõbtšenkov
2018 ◽  
Vol 13 (1) ◽  
pp. 36
Author(s):  
Mayyadah Fahmi Hussein

The new learning processes should be piloted therefore; Interior design schools should be updated according to the results of progress in teaching methods. For this reason, the objective of this study is to define the formulation of a mixed learning model for mathematics applications and technical models within the interior educational system. This paper’s main objective is to find explanations of incorporating the cotemporary interior design within the Mathematics & Modular art content, and to seek modern solutions featuring as new methods. This paper was carried out by experimental procedure in University of Petra/Department of Interior Design based on basic design courses in the academic years 2011-2012 where the researcher took a sample of ten student forms based on the models which were chosen in this experiment combining both difficulty & ease. The students have completed these ten shapes by altering mathematical approach (Latin square) to create a new pattern design. Art with Mathematical approaches have been applied in different practical applications as a basic design tool, and conclusions have been reached on the merits of the design. The advantages and disadvantages of teaching interior design have been introduced from Art & mathematical perspective as a method of design based on the results found during the practical applications of basic design projects and from information in publications on the subject. Relying on these proposed models, the proposals will constantly develop design tools. In conclusion, educating future designers to digest the essence of these approaches will make it possible to train professionals who correctly use and understand the developed technologies that can create futuristic designs.


Author(s):  
Lúcia Amante ◽  
Isolina Rosa Oliveira ◽  
Maria João Gomes

The new learning scenarios resulting from technological development and in particular of Web 2.0 make it necessary to rethink the teaching practices in higher education, namely at the level of assessment strategies aligned with more recent paradigms. The assessment of competences requires an approach where knowledge, abilities, and attitudes are integrated, implying the use of a variety of assessment strategies. What models can anchor this new assessment culture? How can one design an assessment program that guarantees the quality of this new approach? Based on a new theoretical framework for e-assessment in higher education, the authors construct and apply a survey aimed to identify the practices and the perspectives of the teachers, and the experiences and the perspectives of the students in public higher education institutions. In this chapter, the authors present and discuss the results obtained and advance a proposal for teacher training.


Author(s):  
Paula Peres ◽  
Sandra Ribeiro ◽  
Célia Tavares ◽  
Luciana Oliveira ◽  
Manuel Silva

This chapter aims to demonstrate how PAOL - Unit for Innovation in Education, a project from ISCAP - School of Accounting and Administration of Oporto - Institute Polytechnic of Oporto, Portugal - prompted new educational initiatives and new learning scenarios at a Higher Education Institution. Furthermore, it will demonstrate PAOL’s lines of intervention through an extensive analysis based on the 6 years of experience that this unit has in the educational technology field; a project that began small but that, due to the force of innovation, has progressively conquered new adepts. Therefore the unit described in this chapter relates all these factors, as a whole, capable of attaining changes that influence mentalities and methodologies, overcoming cultural and technical barriers. This case study can serve as a catalyst, potentiating the creation of new multi-faceted projects in the scope of web technologies in higher education teaching-learning processes.


Author(s):  
Cäcilie Kowald ◽  
Beate Bruns

Conversational user interfaces, aka chatbots, offer new ways of interaction that can be used not only for task-led applications, but also for learning itself. Conversational learning offers a variety of new and extensive options to support individuals through the learning process and to push the boundaries of classroom based learning. This document shows three application scenarios that have been realized with time4you’s conversational learning software Jix. After having read this text, you will have a better idea of what conversational learning is, how it can be used in learning and development, and what is critical for its success.


2019 ◽  
Vol 24 (1) ◽  
pp. 153-166 ◽  
Author(s):  
Lina Kaminskienė ◽  
Nano Khetsuriani

The article discusses curriculum management changes while trying to respond to the challenge of learning personalisation in the field of lower-secondary education in Lithuania. The paper investigates what transformations learning personalisation might bring into educational practices and how they change regular curriculum management practices starting from learning environment, new roles of teachers, combining individual and group work in the classroom environment and development of new learning scenarios. This article is based on the findings of a case study of one of the Lithuanian lower secondary schools, when a new learning scenario was implemented creatively applying a digital storytelling method. The research indicates that students’ active classroom participation increased, driven by the personalised approach and the use of diverse digital media. The article reveals that learning personalisation supported by technologies brings changes to the classroom management practices and strengthens teacher-student and peer-to-peer collaboration.


2020 ◽  
Vol 3 (SI) ◽  
pp. 37-61
Author(s):  
Marta Fondo ◽  
Pedro Jacobetty

The technological revolution of Information and Communication Technology (ICT) has brought about new learning scenarios as well as new professional requirements, such as the development of intercultural and Foreign Language (FL) skills. In this regard, Virtual Exchange (VE) projects provide students with learning opportunities through online social interaction and collaboration (Dooly, 2017); allowing authentic intercultural experiences for students who do not have the opportunity of travelling (O’Dowd, 2016) and promoting 21st-century skills development (Jager, Kurek, & O’Rourke, 2016). However, interacting online in the FL with a person from a different culture can entail an affective challenge for students and might give rise to Foreign Language Anxiety (FLA). FLA is a dysphoric and situational anxiety suffered by one out of three FL students which inhibits communication and learning (Horwitz, Horwitz, & Cope, 1986). Due to the impossibility of finding an available tool to investigate the presence and effects of FLA in VE environments, the Telecollaborative FLA Scale (T-FLAS) was designed. This article presents the development of the T-FLAS, a 21-item questionnaire with a five-point Likert scale, aiming to provide researchers and practitioners with a tool to explore FLA in VE.


Author(s):  
Gianni Panconesi

The aims of this project were to develop the participants’ skills and knowledge in educational design of Virtual World teaching, in management and construction of virtual objects and learning environments with examples of learning activities in Virtual worlds; to develop their capacity and confidence using Internet and its available resources, their knowledge of 3D environment and its usage for creating new learning scenarios, their knowledge of learning methods, good practices and lesson planning adopted in the Virtual worlds; to identify and assess the effectiveness of the results of the various activities carried out inworld to plan strategies, activities and resources for learning in the various subjects; to integrate the Virtual worlds as an innovative tool in daily teaching. During the course, teachers were also involved in developing a Project Work, experimenting subsequently with the students and evaluating the didactic use in the classroom.


Author(s):  
Edgar Neuherz ◽  
Martin Ebner

The use of mobile technologies such as Smartphone, Tablet are becoming more pervasive in our daily lives. Obviously, it should also be used and integrated to support learning seamlessly. But not all learning environments can be used with all these devices. In some cases, special libraries are needed (e.g. flash not available on iPad, Mac OS X) or a permanent internet connection to a learning-platform is necessary. This publication proposes a new way in math education using the standard format PDF with completely auto-generated tasks for seamless learning and presents new learning scenarios for collaborations. On the one hand a new information system will be described and on the other hand use cases are carried out to establish individual learning. It can be concluded that individual math training is an important step to foster future education.


Author(s):  
Elizabeth A. Boyle ◽  
Thomas Connolly

Developing educational computer games that will appeal to both males and females adds an additional level of complexity to an already complicated process. Schools and universities need to be inclusive and new learning methods and materials should aim to be gender neutral. Traditional computer games are more popular with males than females, although the use of some simple guidelines in developing games for learning should reduce this preference. However females have a more careful and committed approach to learning and may be more willing to try out new methods of learning including computer games. These opposing influences make it difficult to predict how gender will impact on the acceptance of games for learning. There is some evidence that both males and females enjoy the kinds of games that have most potential for learning. The impact of new computer games for learning needs to be evaluated to ensure that they facilitate learning without disadvantaging one gender over the other.


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