Students' Attıtudes Towards The Use Of A Vırtual Learnıng Envıronment Wıth The Presence Of Advertısements At A South Afrıcan Unıversıty Of Technology: Pılot Study Results

Author(s):  
Mutheiwana Mulalo Beauty ◽  
Sharp Kirsty-Lee ◽  
Motale Manti

Through the inclusion of advertisements onto VLEs, HEIs have the potential of generating additional revenue through the use of the virtual learning environments (Ogba et al., 2012:64). As HEIs globally and in South Africa particularly, begin to investigate measures and ways in which they can increase revenue and decrease costs, the VLEs already implemented in most HEIs may be the key (Browne, 2010:17). By incorporating advertisements onto the VLEs of HEIs, HEIs have an opportunity to reduce the significant financial costs associated with implementing, using and maintaining their chosen VLEs, without decreasing the value of the service provided, which could provide a source of long-term sustainable revenue for HEIs. Although integrating advertisements onto a VLE is advisable due to the financial implications, there is a scarcity in research on how the users of the VLEs, mainly students, will respond to the presence of advertisements on these VLEs (Ogba et al., 2012:64). Keywords: E-learning, attitudes, virtual learning environments, advertisements, students, higher education institutions, South Africa

Author(s):  
MB Mutheiwana ◽  
KL Sharp ◽  
M Motale

Objective - As Higher Education Institutions (HEIs) begin to investigate how they can increase revenue and decrease costs, the Virtual Learning Environments (VLEs) already implemented in most HEIs may be the solution. The opportunity for including advertisements on a VLE allows HEIs to minimise the significant financial implications associated with the development and use of a VLE, without reducing the value of the service provided. While incorporating advertisements onto VLEs makes sense financially, there is limited knowledge on how students will respond to the presence of advertisements on VLEs. Consequently, this research study reports on the findings from a pilot study conducted to determine the legitimacy and reliability of a measuring instrument being employed to investigate students' attitudes towards the use of a VLE with the presence of advertisements at a South African university of technology. Methodology/Technique - A measuring instrument, including constructs of self-efficacy, technology experience, perceived ease of use, perceived usefulness, satisfaction, pre advert presence and post advert presence on a selected VLE was employed in this research study. A six-point Likert scale, ranging from 1= strongly disagree to 6= strongly agree was used to avoid the utilisation of a seventh scale item of neither agree nor disagree. After the initial pre-testing of the questionnaire, carried out to verify face and content validity, was completed, a non-probability, convenience, judgement sample of 50 students from a South African public higher education institution situated in the Gauteng province was taken. The gathered pilot data was analysed using the Statistical Package for Social Science (SPSS), Version 25.0. Findings - The findings indicate that the measuring instrument was deemed legitimate and reliable with regards to investigating students' attitudes towards the use of a VLE with the presence of advertisements. Novelty - Only one previous study has been conducted with regards to evaluating students' attitudes towards advertising on HEI VLEs, which was conducted in the UK. In addition, other studies closely related are concerned with students' attitudes towards e-learning and do not evaluate students' attitudes towards the use of a VLE with the presence of advertisements. Attitudes contribute to understanding the perceptions of students towards a VLE. Consequently, if HEIs are to incorporate advertisements on the VLEs used within HEIs, then evaluating the attitudes of the students enrolled at these HEIs, towards the use of a VLE with the presence of advertisements, is paramount. Type of Paper - Empirical. Keywords: E-learning, attitudes, virtual learning environments, advertisements, students, higher education institutions, South Africa. JEL Classification: I22, I23, M30, M31, M37 URI: http://gatrenterprise.com/GATRJournals/GJBSSR/vol9.2_6.html DOI: https://doi.org/10.35609/gjbssr.2021.9.2(6) Pages 165 – 173


Author(s):  
Robert J. McClelland

This work is concerned with the evolution of blended learning supports for university students in moving from early Virtual Learning Environment (VLE) platforms and supports that were designed and facilitated by academics to those platforms designed commercially (particularly Blackboard) and developed using a mixture of commercial, collaborative and e-learning supports. The chapter is an examination of a range of issues including production of learning resources and student learning approaches. It concludes by highlighting the importance of innovation and variety in the learning blend with increased reliance on digital collections and for learning approaches student experiences were evaluated as positive when undergoing problem-based approaches and were seen as stimulated to engage with e-learning materials based on the structure and operation of action learning sets.


2016 ◽  
pp. 714-733 ◽  
Author(s):  
Ahmed Ewais ◽  
Olga De Troyer

The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the activities that he performs in the environment. In this paper, the authors discuss adaptive 3D virtual leaning environments and explain how a course author can specify such an environment (i.e., authoring). The approach and tool that the authors present allow authors to create adaptive 3D virtual learning environments without the need to be an expert in 3D or using programming or scripting languages. The authors also conducted an evaluation to validate the approach and the usability and acceptability of the authoring tool. Based on the results, recommendations for authoring adaptive 3D virtual learning environments have been formulated.


Author(s):  
Paulo Alves ◽  
Luisa Miranda ◽  
Carlos Morais

This chapter focuses on the concept of virtual learning environment (VLE), its characteristics and potentialities. We present the results of a research work conducted with a sample of 347 undergraduates from a Portuguese public higher education institution. The research addressed the issue regarding the use of virtual learning environments within the higher education context and had the following aims: identify the VLE access frequency; assess the influence of users' computer skills on the VLE access frequency; and assess the importance and impact that students consider the VLE to have on supporting the course units they attend. In the light of the results obtained and considering the VLE used in the sample institution, we highlight that the majority of students accesses the VLE on a daily basis, no significant differences were found regarding VLE access according to users' computer skills, and the most valued aspects of the VLE were: checking exam results and receiving teachers' messages or notices.


2012 ◽  
pp. 1518-1529
Author(s):  
Ken Stevens

Schools located in rural communities are often physically small in terms of the number of students who attend them in person on a daily basis, but through the introduction of e-learning partnerships, they can become large educational institutions based on the enhanced range of teaching and learning they can provide. Small school capacities can be enhanced by e-learning and the creation of virtual learning environments. Structurally, the capacity of schools can be enhanced by internet-based inter-institutional collaboration. Pedagogically, e-learning can enable schools to share teaching and learning within virtual learning environments spanning participating sites to facilitate student engagement with ideas, people and places in new, interactive ways. Three stages are identified in the development of teaching and learning in the virtual structures that complement traditional schools.


Author(s):  
Nicoletta Adamo-Villani ◽  
Hazar Dib

This article is an overview of online virtual learning environments for discovery learning. The paper defines Virtual Learning Environments and discusses literature findings on the benefits of using web-based VEs for self-directed learning. It gives an overview of the latest technologies/platforms used to develop online VEs, discusses development and delivery challenges posed by complex, information-rich web-based 3D environments, and describes possible solutions that can be adopted to overcome current limitations. The paper also presents and discusses two 3D web-deliverable virtual learning environments that were recently developed by the authors: the “Virtual Tour of the Muscatatuck State Hospital Historic District (MSHHD)” and the “VELS: Virtual Environment for Learning Surveying”. The “Interactive 3D Tour of MSHHD” is a web-based digital heritage application that uses Virtual Reality as a tool to document and preserve historic sites and educate the public about them; the “VELS” is an online virtual learning environment whose objective is to help undergraduate students learn surveying concepts and practices.


Comunicar ◽  
2014 ◽  
Vol 22 (43) ◽  
pp. 143-151 ◽  
Author(s):  
Felipe Chibás-Ortíz ◽  
Gerardo Borroto-Carmona ◽  
Fernando Almeida-Santos

There is a currently ongoing discussion regarding the most effective methodologies for establishing collaborative virtual learning environments (VLEs) and the true contribution to student creativity and innovation in such environments, particularly in the corporate sphere. Educational social networks based on collaborative learning have grown exponentially in recent years, with countless networks now established in nearly all fields. However, stimulation of creativity among VLE users in general, and specifically in the corporate sphere, has become an important issue in educational research. Utilizing experiences of corporate distance learning (DE) in Brazil, the present paper proposes a means of evaluating the presence of creativity indicators among students in collaborative virtual teaching and learning environments. Case studies are used to compare a corporate VLE project that uses information and communication technologies (ICTs) under a creative and educommunicative approach with a project that uses ICTs under a traditional approach. The study was conducted in partnership with the consulting and e-learning company Perfectu. The results obtained suggest that the pedagogic model adopted and the manner in which ICTs are employed determine whether ICTs lead to innovative results, not the use of ICTs alone. The average level of creativity in the group that used the creative and educommunicative model was higher than that of the group that used the traditional paradigm. Se mantiene abierta en nuestros días la discusión con respecto a las metodologías más efectivas en los entornos virtuales de aprendizaje (EVA) colaborativos y su verdadera contribución al desarrollo de la creatividad y la actitud innovadora en los estudiantes, particularmente en los ámbitos corporativos. Las redes sociales educativas basadas en el aprendizaje colaborativo crecen exponencialmente, y se hacen ya incontables en cualquier área del conocimiento. Sin embargo, la estimulación de la creatividad de los usuarios de los EVA en general y en el ámbito corporativo en específico, se ha convertido en un problema científico de gran importancia para las investigaciones en las Ciencias de la Educación. El presente trabajo se propone valorar la presencia de indicadores de creatividad en los estudiantes al interactuar con los entornos virtuales de enseñanza de aprendizaje colaborativo, basados en la experiencia de educación a distancia (EAD) corporativa acumulada en Brasil. El método de investigación utilizado es el del estudio de caso, que permitió comparar la realización de un proyecto EAD corporativo a partir de la utilización de las TIC con un enfoque creativo y educomunicativo, con otro que también utilizó las TIC pero con una visión tradicional. Fue realizado en la empresa de consultoría y e-learning Perfectu. Los resultados obtenidos sugieren que el modelo pedagógico adoptado y la forma de utilizar las TIC son las que llevan a resultados innovadores y no las TIC por sí mismas, dado que se observó que el promedio de creatividad del grupo que trabajó bajo el patrón educomunicativo-creativo fue más elevado que para el grupo que trabajó con el paradigma tradicional.


Author(s):  
Edilma Leonor DÍAZ GUTIÉRREZ ◽  
Andrea Catherine ALARCÓN ALDANA ◽  
Mauro CALLEJAS CUERVO

Resumen La calidad de un producto software aborda distintos aspectos, entre ellos la usabilidad, y al evaluarla, se afrontan algunas dificultades, como el desconocimiento de los atributos a evaluar, las características de los usuarios y objetivo del producto evaluado; en el caso de entornos virtuales de aprendizaje, deben permitir el desarrollo de procesos de incorporación de habilidades y saberes teniendo en cuenta quesus usuarios tienen distintos grados de conocimiento, edades e intereses, pertenecen a múltiples disciplinas y acceden desde distintos dispositivos. Dichas diferencias hacen que el proceso de evaluación de usabilidad de un entorno virtual de aprendizaje tenga unas características propias. Actualmente no existe un consenso en cuanto a los aspectos que se consideran para establecer factores de usabilidad en métodos de evaluación de calidad, lo cual motiva la construcción de otro tipo deaplicaciones web que dejan de lado aspectos propios de este factor, conllevando a que sean los usuarios quienes se adaptan a las características de la WebApp y no como debiera ser. Considerando lo anterior, se realizó un estudio de trabajos previos, modelos, normas y estándares de calidad, que permitieron analizar los principales atributos de usabilidad de las aplicaciones web y enfáticamente de los entornos virtuales de aprendizaje. Palabras Claves:modelo, estándar, usabilidad, entorno virtual de aprendizaje, calidad.   Abstract Software quality deals with different aspects. One of them is usability. However, it has been quite challenging to assess due to the lack of knowledge of its features. Besides, software usability is also related to its aim and target users. For instance, virtual learning environments should enhance abilities and knowledge integration. Its users have different knowledge levels, ages, interests, background and technological device access. Then, virtual learning environment assessment varies according to its own features and currently, there is a lack of consensus around setting usability principles in quality assessment methods. As a result, web applications and designing tend to overlook this aspect. Then, users have to adapt to WebApp features rather than the reverse. Therefore, this article aims at showing the study of previous works, models, norms and quality standards leading to the analysis of usability principles referring to web applications and virtual learning environments. Keywords: model, standard, usability, virtual learning environment, quality.


2018 ◽  
Vol 15 (2) ◽  
pp. 183-196
Author(s):  
Franco Bernardo Simbine ◽  
Jose Valdni De Lima ◽  
Marco Antonio Rodriges Torre ◽  
Sebastião Jose Sarmento Chiguvo

Este artigo tem como objetivo descrever um modelo de Visualização das Interações do aluno através da sua trajetória de aprendizagem (TA) pelo monitoramento do tempo de duração da atividade aprendizagem, deste, nos Ambiente Virtual de Aprendizagem (AVAs). Para a materialização do modelo foi feito a revisão de literatura e desenvolvido um gráfico, usado para visualizar TA um estudo realizado com alunos do curso de Design na Universidade Pedagógica em Moçambique. Neste contexto, foi realizado uma atividade de aprendizagem no Sistema de Visualização Interativa de Trajetórias de Aprendizagem (SVITA). Onde obteve como resultado um gráfico que ilustra o tempo e ordem de acesso dos conteúdos pelos alunos.Este artigo tem como objetivo descrever um modelo de Visualização das Interações do aluno através da sua trajetória de aprendizagem (TA) pelo monitoramento do tempo de duração da atividade aprendizagem, deste, nos Ambiente Virtual de Aprendizagem (AVAs). Para a materialização do modelo foi feito a revisão de literatura e desenvolvido um gráfico, usado para visualizar TA um estudo realizado com alunos do curso de Design na Universidade Pedagógica em Moçambique. Neste contexto, foi realizado uma atividade de aprendizagem no Sistema de Visualização Interativa de Trajetórias de Aprendizagem (SVITA). Onde obteve como resultado um gráfico que ilustra o tempo e ordem de acesso dos conteúdos pelos alunos.*** This article aims to describe a model of Visualization of Student Interactions through their learning trajectory (TA) by monitoring the duration of learning activity, of this, in the Virtual Learning Environment (AVAs). For the materialization of the model the literature review was done and a graphic was developed, used to visualize a study carried out with students of the course of Design at the Pedagogical University in Mozambique. In this context, a learning activity was carried out in the Interactive Visualization System of Learning Paths (SVITA). Where it resulted in a graph that shows the time and order of access of the contents by the students.


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