scholarly journals Blockchain Ecosystem for Credit Transfer in Education

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
R. Manoj ◽  
Sandeep Joshi ◽  
Utkarsh Dabholkar ◽  
Ganesh Prakash Panicker ◽  
Kevin Peter Kuriakose ◽  
...  

Data is the key to measuring educational effectiveness promptly. But data and education are trapped and siloed across centralized systems, causing information discrepancies and inaccuracies. This has caused countless delayed opportunities, academic credential disagreements, and never-ending confusion around learning potency. This lack of transparency, despite having its fair share of usefulness, has also been quite burdensome. To alleviate this issue, our team has developed a blockchain protocol that verifies professional certifications that have been earned both locally and through another well-established online educational portal. This system allows accuracy, reliability, and immutability that has never been implemented. This foundation of clear, verified data will then be used further to power blockchain-based applications. The result is that our attempt at a versatile, holistic, and decentralized view of educational performance ensures the best e-learning outcome for students and teachers alike.

2008 ◽  
Vol 4 (1) ◽  
pp. 75-94
Author(s):  
Hye-Jung LEE ◽  
TaeHyun KIM
Keyword(s):  

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


2017 ◽  
Vol 10 (3) ◽  
pp. 26
Author(s):  
Hamonangan Tambunan ◽  
Amirhud Dalimunte ◽  
Marsangkap Silitonga

The scenario based e-learning in Electrical Engineering Education Learning (EEEL) was developed by covering the scope and characteristics of all subjects and the competence unit of graduates in the field of pedagogy, professional, social and personality, with url addresed http://jpte-ft-unimed.edu20.org. The scenario incorporates the concept of Problem Based Learning (PBL) and Contextual Teaching Learning (CTL), by supporting of Information Communication Technology (ICT) to establish the competence of the students, from beginners to become proficient, as the teachers of electrical engineering, and the electrical technicians. Based on the analysis, it obtained the students’ learning motivation, the lecturers’ attitude in teaching, and the students’ learning outcome are tend to be high, and the competence of the students who used the model are better than not use.


Author(s):  
Furkan Tari

Advances in information technology and the redefined web trigger a holistic view of learning process. The objective of this study is to provide a conceptual view of how various technologies can be used to maximize learning outcomes through e-learning. Among the trends investigated in this study are, XML and semantic Web, content-based video indexing, personalized, intelligent Web tutoring, and m-learning. In addition to these technologies, a brief review of some of the key behavioral issues is presented. For researchers and developers interested in maximizing the learning outcome through e-learning technologies, the paper provides a taxonomy of these trends along with a framework for future designs.


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