scholarly journals Performance indicators in higher education with learning analytics

Author(s):  
Carlos Morais ◽  
Paulo Alexandre Alves ◽  
Luisa Miranda

The regular use of virtual learning environments by educational institutions and the availability of large quantities of data regarding the teaching and learning process both challenge teachers, institutions and researchers to explore such data within the perspective of learning analytics in order to obtain indicators which might contribute to the improvement of the teaching and learning process. Consequently, such improvement may lead to students’ better learning outcomes as well as a better relationship with the institution they attend. Taking into account that student retention and dropout from degree courses before their completion have highly negative consequences for a high number of students, the aim of this research is to look into indicators associated with such problems through a mixed methodology, both qualitative and quantitative, and through procedures of analysis and research of data from databases containing academic information provided by a sample of 1,588 undergraduates. The focus of the study lies upon the relation and analysis of the following variables: students’ frequency of access per course unit to the virtual environment of the institution they attend; quantity of course units passed; and mean of the marks obtained in the course units passed. Among the results obtained, we highlight the existence of a positive degree of association with moderate correlation between the variables frequency of access per course unit to the virtual environment and the mean of the number of course units passed. Following the division of the sample into four different groups, each group corresponding to one quartile, resulting from the data regarding the frequency of accesses per course unit to the institution’s virtual environment, significant differences were found concerning the mean of the course units passed between the groups showing a higher frequency of access to the virtual learning environment and those with a lower access frequency, to the advantage of the groups showing a higher frequency of access to the virtual environment. Therefore, considering the way the groups were constituted, there is proof that the higher the frequency of access to the virtual environment is, the higher the probability of students succeeding in the course units they attend will be.

Author(s):  
Jacqueline Mayumi Akazaki ◽  
Leticia Rocha Machado ◽  
Ketia Kellen Araújo da Silva ◽  
Patricia Alejandra Behar

Virtual courses are increasingly being offered in Brazil, making it imperative to develop technological resources and research to help in the teaching and learning processes in this modality. One approach is to analyze student's socio-affective profile in Virtual Learning Environments (VLE). The co-operative learning network (ROODA) VLE has two features called the Social Map (SM) and Affective Map (AM), which can both contribute to the visualization of data regarding social interaction indicators and students' moods in the environment. The SM presents the social relations formed through indicators, which are the absence; collaboration; the distance from the class; evasion; informal groups and popularity, enabling the identification of the participating subjects in the form of sociograms. The AM identifies students' moods graphically through indicators, which are excitement, discouragement, satisfaction, and dissatisfaction. Thus, this article aims to map the possible recurrent socio-affective scenarios in a VLE using Learning Analytics (LA). LA is defined as measurement, collection, analysis, and reporting of data about students and their contexts to understand as well as optimize learning and the environments in which it occurs. It can also contribute to the understanding of student's learning profile, based on social and affective aspects, thus allowing the teacher to develop pedagogical strategies consistent with the needs of each subject. The importance of integrating the possible social and affective scenarios was verified using LA, making it possible to deepen the comprehension of the subjective and qualitative questions regarding the students' interactions in the VLE. In this study, the scenarios are understood as the intersection between the Affective Map and Social Map indicators identified in a VLE. It has both a qualitative and quantitative approach. The choice is qualitatively justified because the research object involves social and affective phenomena that were subjectively expressed in texts and social interactions manifested in the ROODA VLE. It is quantitatively justified by the need to measure the mapping of socio-affective indicators through social parameters and moods applying LA. The subjects were undergraduate students who participated in distance learning courses at a Brazilian public university that used the ROODA VLE in the second semester of 2019. Data were collected from social and affective maps to identify if there was a relationship between them. As a result, based on the existing indicators of social interactions and moods, the socio-affective indicators were created using LA in order to analyze the students’ behavior in relation to the forms of interaction and communication that occur in the ROODA VLE.


2020 ◽  
pp. 99-108
Author(s):  
Airina Volungevičienė ◽  
Josep M. ◽  
Justina Naujokaitienė ◽  
Giedre Tamoliune ◽  
Rasa Greenspon

While higher education institutions (HEIs) are exploring innovative ways to enhance and facilitate learning experience of students and so to improve the overall quality of studies, technology enhanced learning (TEL, henceforth) becomes inevitable. Having explored the possibilities and benefits of TEL, HEIs encourage teachers to develop blended online courses in virtual learning environments, to use new tools and solutions available for student learning monitoring and enhancement and to research how these practices are successful and what are the factors that make impact to teaching and learning success. This paper aims to identify teacher practices how the use of learning analytics in virtual learning environment may enhance learners’ engagement in blended online studies in HE.


2012 ◽  
pp. 1493-1505
Author(s):  
Brian G. Burton ◽  
Barbara Martin ◽  
Doug Thomas

This chapter’s goal is to examine the experiences and perceptions of undergraduate students using a 3D Virtual Learning Environment. After creating a 3D didactic constructivist virtual environment, student conversations were observed for collaborative elements. Findings revealed that five forms of collaboration amplified the learning process and indeed occured within the virtual learning environments. Results further suggested that the 3D VLE project, though limited in time and scope, successfully created a community of learners.


2014 ◽  
Vol 22 (2) ◽  
pp. 97-104
Author(s):  
Olga MIŠČENKO

The purpose of the article is to analyze the experience of the first work years of teaching the students, who study by distance, to compare other authors’ experience and to examine the advantages of Moodle virtual learning environment (VLE), searching for new applications of it. The relevance of e-learning is noted. It is affirmed that metacognitive learning strategies are typical for learning foreign languages in virtual environment. It is said that the Internet is a tool that ensures studies by distance. It is said that raising the qualification and learning by distance allows a responsible employee to improve foreign language skills while lifelong learning. VLE adaptability for teaching and studying English is being discussed. It is stated that the Internet conditions all types of methods in the virtual environment, application, and its existence expands and deepens the learning approach. In the paper it is claimed that the Moodle VLE function is to improve the learning process to ensure a high level of expertise and the objectivity of assessment. Studying in conventional way and in the virtual environment are briefly compared. Moodle virtual learning environment application objectives to learning outcomes, emphasizing the importance of the traditional teaching methods, the student’s responsibility to call attention to the learning process and system characteristics are defined. It is noted that learning in the virtual environment is based on the principles of epistemology, therefore the Moodle system meets the didactic tasks. The virtual learning environment possibilities ensure a very good feedback and increase students’ motivation, and, consequently, that provides better knowledge. It is emphasized that while teaching by distance, the teacher’s responsibility, his role in the development of educational material and the course tasks have increased. Some specific cases for various forms of studies and exercises to perform in the Moodle e-system are given. Some statistical data demonstrate the improvement of the quality of knowledge due to the Moodle system application for training foreign language.


Author(s):  
Brian G. Burton ◽  
Barbara Martin ◽  
Doug Thomas

This chapter’s goal is to examine the experiences and perceptions of undergraduate students using a 3D Virtual Learning Environment. After creating a 3D didactic constructivist virtual environment, student conversations were observed for collaborative elements. Findings revealed that five forms of collaboration amplified the learning process and indeed occured within the virtual learning environments. Results further suggested that the 3D VLE project, though limited in time and scope, successfully created a community of learners.


Author(s):  
Lisda Yuniati Tumanggor And Zainuddin

This study attempts to improve students’ vocabulary achievement through Clustering Technique. This study was conducted by using classroom action research. The subject of the research was class VIII-B SMP Katolik Trisakti 2 Medan that consisted of 32 students. The research was conducted in two cycles and each cycle consisted of three meetings. The instruments for collecting data were vocabulary tests for quantitative data and diary notes, observation sheet and questionnaire sheet for qualitative data. Students’ score kept improving in every test. In the first cycle test, the mean of vocabulary score was 64.68. And in the second cycle test, the mean of vocabulary score was 79.85. Based on diary notes, observation sheet and questionnaire sheet, teaching and learning process had done effectively showed the improvement. Every student was studied actively. And from the research can be concluded that Clustering Technique can improve students’ achievement in vocabulary.


2017 ◽  
Vol 2 (2) ◽  
pp. 249
Author(s):  
Kadaruddin Kadaruddin

This research was design to know the effect of learning model multimedia-based toward the students’ English ablility at senior high school of Kolaka Regency. The question of the research was “Is there an effect of learning model multimedia-based toward the students’ English ablility at senior high school of Kolaka Regency? The objective of the research was to find out the data whether the learning model multimedia-based has an effect toward the students’ English ablility at senior high school of Kolaka Regency. The significant of the research was expected the model can be used as reference learning model to improve the students’ English ablility.<strong> </strong>The design of the research was pre-experimental design. The research was conducted at the first-class students of Senior High School 1 Wundulako in Kolaka District. The data were collected by using English test which given at the pre-test and the post-test.<strong> </strong>In analysed the students’ test result, which the mean score of pre-test was 33,8806 and the mean score of post-test was 69,4058, while the t-table 18,55&gt;2,042 t-test. Its mean that the learning model multimedia-based has an effect toward the students’ English ablility. Refering to the findings and discussions of the research, it can be concluded that the learning model multimedia-based has an effect toward the students’ English ablility at senior high school of Kolaka Regency. It was based on the mean score in pre-test and post-test.Based on the conclusion of the research, the researcher suggests to the teacher, especially English teacher in Kolaka Regency to use learning model multimedia-based in teaching and learning process to improve the students’ English ability.


2020 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Sarni Gita Mustika ◽  
Asrun Lio ◽  
Muhammad Khusnun Muhsin

This research aims to find out whether or not any significant effect of the Dictogloss technique on upgrading students’ competence in writing narrative text. The subjects of this research were all students in class XI MIA 5 of SMAN 4 Kendari which consisted of 34 students, but only 32 students who were participated in the pre-test and post-test. The researcher collected data by given pre-test to know students’ writing competence. The treatment conducted in teaching and learning process by applying Dictogloss technique. The post-test to know students’ writing competence after being taught by applying Dictogloss technique. The data were analyzed by using paired samples t test. The result showed that the use of Dictogloss technique is significantly influenced students’ writing competence which is reflected by the enhanmcement of students mean score from pre-test to post-test. It can be seen from the mean score of post-test is 77,78, while the mean score of pre-test is 53,19. Furthermore, the result of hypothesis testing showed that the value of Sig.(2 tailed) was 0,000 while the significance ρ value is 0,05, means that (H0) is rejected and (H1) is accepted. Therefore, it can be concluded that there is a significant effect of applying Dictogloss technique on upgrading students’ competence in writing narrative test of SMAN 4 Kendari.


Author(s):  
Yaëlle Chaudy ◽  
Thomas M. Connolly

Assessment is a crucial aspect of any teaching and learning process. New tools such as educational games offer promising advantages: they can personalize feedback to students and save educators time by automating the assessment process. However, while many teachers agree that educational games increase motivation, learning, and retention, few are ready to fully trust them as an assessment tool. A likely reason behind this lack of trust is that educational games are distributed as black boxes, unmodifiable by educators and not providing enough insight about the gameplay. This chapter presents three systematic literature reviews looking into the integration of assessment, feedback, and learning analytics in educational games. It then proposes a framework and present a fully developed engine. The engine is used by both developers and educators. Designed to separate game and assessment, it allows teachers to modify the assessment after distribution and visualize gameplay data via a learning analytics dashboard.


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