E-Learning Ecosystem’s to Implement Virtual Computer Labs

Author(s):  
Washington Luna-Encalada ◽  
Jonny Guaiña-Yungan ◽  
Fernando Molina-Granja
2021 ◽  
Vol 74 (2) ◽  
pp. 61-67
Author(s):  
B. D. Sydykhov ◽  
◽  
D.U. Ydyrysbayev ◽  
Z.A. Batyrkhan ◽  
◽  
...  

Today, education is influenced by many factors. Educational institutions face budget cuts, outdated information technology, data security management, and a push to integrate distance learning. Virtualization technologies offer innovative solutions to the problems that arise in this direction. In particular, the extensive use of virtualization in implementing remote and traditional teaching with the use of various e-learning materials, digital learning resources, educational portals, websites, cloud-based technologies. The article presents the directions of the organization of the original educational infrastructure with the use of virtualization technologies implemented by the university in the educational process. This infrastructure provides students and university staff with access to virtual workstations and applications over the Internet, both for working in computer labs at the university and for extracurricular work. Virtualization technologies that characterize the infrastructure functions are presented, which reflect the advantages of this direction, and the final results of research experiments conducted to identify infrastructure problems are presented.


2013 ◽  
Vol 859 ◽  
pp. 503-506
Author(s):  
Guan Xiang Ya ◽  
Xi Deng ◽  
Kai Yuan Zheng ◽  
Xiang Xing Shen

As information technology and traditional teaching methods of continuous integration, how to improve the management level of university computer labs, has been a concern in the community and academic research focus. Building an information management and evaluation system with applied technology are important ways to improve computer lab performance management. Focus on the Internet environment of computer equipment working state information collection and preservation, the application of statistical methods of analysis and evaluation of lab Performance. The research method is also applies to information collection and evaluation of student’s E-learning behavior and so on. Summed up the evaluation and building for lab performance of the innovation and value.


2018 ◽  
Vol 2 (1) ◽  
pp. 11-17 ◽  
Author(s):  
Nelmiawati Nelmiawati ◽  
Nur Cahyono Kushardianto ◽  
Ahmad Hamim Tohari ◽  
Yan Prada Hasibuan ◽  
Dwi Ely Kurniawan

Politeknik Negeri Batam is one college that gives higher priority to practicum activity. Students are therefore faced with a larger practical task than theory, making it more laboratory than practicum sessions. While access to the lab is quite limited. Virtual computer labs using Cloud Computing technology can be a solution to overcome this limitation. The author has been doing research on the design of Cloud Computing's virtual computer lab using OpenStack on a centralized network and has got some results. Tests are performed with specific server specifications and use the OpenStack platform. And the results of testing of the virtual computer lab with case studies of object-based programming courses show the server used during testing can run virtual computer lab with 9 computers well. While in the case study there are 30 computers per lab. This is due to hardware resources that are not good enough.


2018 ◽  
Vol 2 (4) ◽  
pp. 48-52
Author(s):  
Harizah Jasin ◽  
Mahfudzah Othman ◽  
Nurzaid Muhd Zain ◽  
Mohd Nizam Osman

The main objective of the proposed framework that combines gamification and open learner model is to increase students’ engagement in learning programming via virtual computer environ ment, thus enabling them to learn cooperatively and helps them to increase awareness of their own performance. The framework proposed the development of an e - Learning system that includes gamification elements such as the users’ level and leaderboard to di splay users’ achievements and rewards. Meanwhile, in order to increase students’ awareness of their own milestone in the programming course, the framework also included the Open Learnel Model, which shows the students’ milestones via the skills meters. T his project also proposed the use of Web 2.0 elements such as chat rooms to allow collaboration and group discussions over the Internet.


Author(s):  
Catherine Gakii Murungi ◽  
Rhoda K. Gitonga

Blended/hybrid classrooms technological tools and resources in this paper refers to: Personal and public computers, Projectors (LCD), E-learning management system, E-journals, Interactive CD or DVD, Video cameras, search engines and video conferencing. Universities in Kenya are buying computers, for departments, lecturers' offices and equipping computer labs for the students while increasing bandwidth and internet connectivity. But is the investment in technology translating to faculty and student use in blended classrooms? This chapter seeks to find out the answer to this critical question. A sample of 231 students and 219 lecturers from universities within Nairobi metropolitan was selected. Data was analyzed using descriptive statistics. The findings reveal that the universities made available blended/hybrid education and its technological tools and resources to students and lecturers for interaction in the teaching/learning process but they were less aware of the online technical resources and tools that can be used in the blended classrooms.


Author(s):  
Nazar Salih Abdulhussein, Aseel Shakir Ibrahim

This research aims to reveal the reality of e-learning and the obstacles to use it in university education under Corona pandemic situation from the viewpoint of the students of Al-Imam Al- Adham College University in Iraq. The study sample involved 462 students (males and females) from the college’s departments of all levels, in addition, 31 staff members from the scientific departments of the college. An electronic questionnaire was applied, consisting of 30 paragraphs, of which (22) were related to the reality of using e-learning and its obstacles to utilize it. Thus, 8 paragraphs related to the infrastructure of the college, and the study was applied in the second semester of the academic year (2019/2020). The results also revealed the most important obstacles of using e-learning in the college with arithmetic average were 3.46 and percentage (69.3%). This is including the large percentage of students feel that their future is ambiguous under the current circumstances, with an average of 4.28, and a percentage 85.6%. Followed by, there is a barrier between the student and teacher, with an arithmetic average 3.90 and percentage 84%. The results also revealed the weakness of the infrastructure in the college’s departments, as there are only 17 computer labs available for 32 scientific departments within the college. In addition, there are available only 157 computers in 13 laboratories, which is even not consistent with the number of technicians in the laboratories. The results also indicated the lack of display devices and maintenance units in the faculty laboratories and the lack of internet service in the most faculties of the department laboratories. Finally, the study presented some recommendations and suggestions regarding this issue.


2020 ◽  
Author(s):  
Xiaolin Hu ◽  
Hai Le ◽  
Yuan Long ◽  
Anu Bourgeois ◽  
Yi Pan

Author(s):  
Wajeha Thabit Al-Ani

In order to design an effective e-learning environment, the present study investigated English as Foreign Language (EFL) students’ perceptions of the use of Moodle as a course management system in a Foundations of Education (FOE) course at the College of Education. The study also aimed at exploring statistically significant differences between student teachers’ perceptions that can be attributed to gender, residence, year in the program, computer skills, and GPA variables. Data were collected from a sample of 60 students using a questionnaire. Findings showed that using Moodle increases students’ participation in learning, exchanging ideas and knowledge (μ = 4.37). Over half the total number of students preferred to use chat rooms and forums in computer labs to formal lecture rooms. Findings also showed that there are statistically significant differences between student responses related to year in the program in favor of students in their third and fourth year. With regard to obstacles facing students, the findings showed that most of these obstacles revolve around technical issues and frequent computer errors. Based on these findings, several recommendations were made.  


2016 ◽  
Vol 5 (2) ◽  
pp. 266
Author(s):  
Basam Mahmoud Ahmad Qablan

This study aimed to identify the status of e-learning usage as perceived by Jadara University students, a total of (90) university students in the fourth -year at Jadara University participated in the study by completing the questionnaire designed by the researcher. Results indicated that there is no significant difference between the average scores of students on (the usage of students of the e-learning), the study results indicated that there was significant difference between the usage scores of students on the Domain of (advantage, Disadvantage and obstacle of e-learning) at Jadara University. And the study result shows a statistically significant difference between the average scores of students on the Domain of (the extent of using E-learning, and the positives) in favor of the scientific major, also results indicated that there is no a statistically significant difference between the average scores of students on the Domain of Disadvantage of e-learning, and constraints in regard speciality. In addition the results showed that the E-learning usage was moderate, and the uses of e-mail to communicate with teachers, and broadcasts of video and audio lectures of low use. and the highest advantage of using e-learning is the retention of information for long periods of time, while the highest Disadvantage of using e-learning is like a prolonged sitting in front of the computer causes a lot of diseases, beside that the highest obstacles was the lack of computer labs equipped with the necessary printers, headphones and paper.


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