Learning performance assessment approach using learning portfolio for e-learning systems

Author(s):  
Chih-Ming Chen ◽  
Yi-Yun Chen
Author(s):  
Saulius Kuzminskis ◽  
Giedrė Česonytė ◽  
Vladislav V. Fomin

Motivated by practice of other schools, Europe Union policies, and The Republic of Lithuania's laws, Lithuanian schools are introducing e-journal systems to support pupils' learning, schools' administrative processes, as well as communication with parents and between different stakeholders of the schools' educational and administrative processes. In production-oriented firms, efficiency gains stemming from the introduction of Information Systems (IS) and Technologies (IT) to support the main functions of the firm can be estimated based on resource consumption and production volumes. In a learning- or knowledge-oriented organization, however, efficiency gains are difficult to estimate for a variety of reasons. Some reasons are a lack of previous research on the topic as well as a lack of practice among schools to monitor the effects of e-learning systems. In this chapter, the authors set the method for assessing changes in performance resulting from the introduction of an e-journal system in a secondary school. Following the theoretical model developed by Gaskin, the authors measure process changes using dimensions of productivity, efficiency, quality, and consistency. Besides describing methods for performance assessment, the study helps better understand the pros and cons of computerization of learning-oriented organizations and suggests venues for improvement in pursuing further computerization of schools in Lithuania.


Author(s):  
Youngmi Moon

This study, therefore, aims to propose a direction for the future e-learning class, by analyzing the satisfaction with e-learning class. It also administered questionnaires to 96 freshmen at universities located in Seoul, from Jun. 22 to Jun. 30, 2020, and used a total of 92 copies in the finally analysis. From the findings above, following suggestions for the quality improvement of e-learning class in general universities can be summarized: First, it needs to prioritize the establishment of stable and available e-learning systems in schools. Second, professors should quickly adapt to e-learning class, a new paradigm of education. Third, student should primarily acquire basic abilities to use computers, recognize that self-directed learning is the core of university education and make effort to escape from learning by rote, which had been conducted from elementary to high schools. In addition, they should reasonably judge what a method is desirable for enhancing their learning performance.


Author(s):  
Dongsong Zhang ◽  
Lina Zhou

Multimedia-based e-learning systems have become increasingly available. Many of them, however, do not provide sufficient interactivity to learners. E-learners have little control over learning content and process to meet their individual needs. Therefore, the challenges include how to integrate instructional material in different media, and how to provide flexible process control in an e-learning environment to enable personalized knowledge construction and improve learning effectiveness. We propose an e-learning system with interactive multimedia that can help learners better understand learning content and achieve comparable learning performance to that of classroom learning. The results from an empirical study provide significant evidence to support our proposition. The chapter also discusses several important issues towards building effective and sharable multimedia-based e-learning systems.


2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
Shu-Hung Yang ◽  
Yu-Ying Wang ◽  
Ah-Fur Lai ◽  
Yi-Nan Lin ◽  
Gwo-Jen Chiou ◽  
...  

Currently, the school children usually spend a lot of time on the games in their recreational activities and some of them are even addicted to the games. Compared with other extracurricular activities, the e-Learning system reflects the fact that school children are very interested in the games. As a result, educators have lately craved to develop effective teaching activities that allow the school children to learn some subjects and to play the games simultaneously.  Therefore, this study is based on an e-Learning system which combines the serious game by Unity3D Game Engine with augmented reality (AR). Students are able to acquire their knowledge and to foster logical skills via this game-based e-Learning system.  According to its efficacy and utilities, this study has assessed and compared the game-based e-Learning system with the traditional learning and other e-Learning systems. The experimental results have indicated that the proposed game-based e-Learning system can outperform other existing systems.


2018 ◽  
Vol 12 ◽  
pp. 85-98
Author(s):  
Bojan Kostadinov ◽  
Mile Jovanov ◽  
Emil STANKOV

Data collection and machine learning are changing the world. Whether it is medicine, sports or education, companies and institutions are investing a lot of time and money in systems that gather, process and analyse data. Likewise, to improve competitiveness, a lot of countries are making changes to their educational policy by supporting STEM disciplines. Therefore, it’s important to put effort into using various data sources to help students succeed in STEM. In this paper, we present a platform that can analyse student’s activity on various contest and e-learning systems, combine and process the data, and then present it in various ways that are easy to understand. This in turn enables teachers and organizers to recognize talented and hardworking students, identify issues, and/or motivate students to practice and work on areas where they’re weaker.


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