Management support tool in virtual learning environments using moodle as a case study

Author(s):  
Luciana Silva Zapparolli ◽  
Itana Stiubiener
2019 ◽  
Vol 65 ◽  
pp. 132-142 ◽  
Author(s):  
Ismael Figueroa ◽  
Cristhy Jiménez ◽  
Hector Allende-Cid ◽  
Paul Leger

Author(s):  
Angela M Cirucci

This case study pairs a walkthrough analysis of two popular virtual learning environments (VLEs) (Zoom and WebEx) with undergraduate responses (n=250) to an open-ended survey to investigate how VLE affordances impact student identifications and quality of learning. Previous research has found that interaction and social presence are necessary for learning online, but professors find these relationships difficult to achieve when students will not, or cannot, turn on their cameras. Preliminary findings include three main themes. First, students find Zoom more user-friendly because it is designed to look like popular social media apps, yet they are still not comfortable being visible. Second, many students are concerned about their classmates and professors seeing their physical backgrounds, particularly those who reported having family incomes below $50,000. Subsequently, they rarely turn on their cameras. Third, BIPOC who identify as women fear being judged based on their physical appearance and also choose to rarely turn on their cameras. This study is one of the first to explore VLE affordances and their impact on identities. Early analyses point to already marginalized groups feeling the pains that came with the shift to online learning more acutely. Professors and universities should provide training for identity personalization and find ways to invite students to participate that do not include mandatory cameras.


2015 ◽  
pp. 392-406
Author(s):  
Apostolos Mavridis ◽  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos

This chapter is an evaluation of the efficiency of 3D Collaborative Virtual Learning Environments to facilitate the implementation of collaborative learning activities. Firstly, there is a presentation of the state of the art regarding open source as well as proprietary platforms. Afterwards, the use of a case study reveals issues concerning the suitability of open source Collaborative Virtual Learning Environments, rationalizing the choice of executing a collaborative learning scenario in Second Life. The specific scenario is then presented culminating in evaluation results related to the appropriateness of Second Life with regards to its technical and pedagogical affordances. Finally, students' suggestions and reactions towards such a novel didactical approach are discussed.


Author(s):  
Apostolos Mavridis ◽  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos

This chapter is an evaluation of the efficiency of 3D Collaborative Virtual Learning Environments to facilitate the implementation of collaborative learning activities. Firstly, there is a presentation of the state of the art regarding open source as well as proprietary platforms. Afterwards, the use of a case study reveals issues concerning the suitability of open source Collaborative Virtual Learning Environments, rationalizing the choice of executing a collaborative learning scenario in Second Life. The specific scenario is then presented culminating in evaluation results related to the appropriateness of Second Life with regards to its technical and pedagogical affordances. Finally, students' suggestions and reactions towards such a novel didactical approach are discussed.


Author(s):  
Alexandra Juma ◽  
José Rodríguez ◽  
Jorge Caraguay ◽  
Miguel Naranjo ◽  
Antonio Quiña-Mera ◽  
...  

Author(s):  
Ian John Cole

This chapter explores key issues in relation to the human computer interactions that are supported through Virtual Learning Environments (VLEs). It focuses particularly on the usability of online learning environments and highlights the impact usability can have on the learning experiences of users. The authors adopt a definition of usability that relates to the usability of virtual learning environments, specifically, and provides guidance on how to assess the usability of VLEs by offering the Multidimensional Usability Model (MUM). The MUM model is designed to identify the factors that can form technological barriers to effective Human Computer Interaction (HCI). This chapter also offers an evaluation of the theoretical frameworks, criteria, and methodologies currently available; these draw on research findings from a case study focused on the usability of an existing VLE and give practical examples of the MUM approach to usability.


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