scholarly journals Smart learning environments: a basic research towards the definition of a practical model

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Pedro Antonio García-Tudela ◽  
Paz Prendes-Espinosa ◽  
Isabel María Solano-Fernández

AbstractThis paper is basic research focused on the analysis of scientific advances related to Smart Learning Environments (SLE). Our main objective is to single out the common aspects to propose a new definition which will constitute the starting point to design an innovative model which we can apply to the analysis of real cases and good practices. For this, we have proposed a qualitative methodology that has been implemented in two phases: on the one hand, a documentary analysis of the existing definitions for SLE using the NVIVO program (frequency of words, coding and cross-references) and, on the other, an expert judgement by means of the Delphi method in order to validate the proposed model. The main results are reflected in the coalescence of a new definition of SLE and the proposal of the model entitled SLE-5. With the present research, we have been able to provide a model, defined in five dimensions and other key elements in SLE such as ergonomics and learning analytics, which transcends the technological-pedagogical gap of the SLE and offers a framework for the design and analysis of didactic proposals based on this model.

Author(s):  
Mike Sosteric ◽  
Susan Hesemeier

<p> For some, “learning objects" are the “next big thing” in distance education promising smart learning environments, fantastic economies of scale, and the power to tap into expanding educational markets. While learning objects may be revolutionary in the long term, in the short term, definitional problems and conceptual confusion undermine our ability to understand and critically evaluate the emerging field. This article is an attempt to provide an adequate definition of learning objects by (a) jettisoning useless theoretical links hitherto invoked to theorize learning objects, and (b) reducing the definition of learning objects to the bare essentials. The article closes with suggestions for further research and further refinement of the definition of learning objects. </P>


Author(s):  
Angeliki Leonardou ◽  
Maria Rigou ◽  
John D. Garofalakis

Smart learning environments (SLEs), like all adaptive learning systems, are built around the learner model and use it to support a variety of interventions such as mastery learning, scaffolding, adaptive sequencing, and adaptive navigation support. Open learner models (OLMs) “expose” the learner data to users through easily perceivable visual representations aiming to improve student self-reflection and self-regulated learning and also increase user motivation and even foster collaboration. This chapter presents the evolution and current state of OLMs, summarizes related research in the field emphasizing on OLM types, locus of control between the system and the user and visualizations categorized on the basis of quantized/continuous and structured/unstructured representations. OLM cases implementing typical SLEs features are described, along with representative real-life scenarios of incorporating OLMs in SLEs. Moreover, the chapter provides guidelines for designing effective OLMs and discusses current research trends in this active scientific field.


Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than thirty years’ existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


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