scholarly journals Mecanismos de tutorización soportados por los Entonos Virtuales de Aprendizaje

2017 ◽  
Vol 1 (8) ◽  
Author(s):  
Alberto Caballero ◽  
Fernando Pereñíguez ◽  
Jesús Soto

El presente trabajo ofrece un análisis de las diferentes herramientas de tutorización más frecuentes en los Entornos Virtuales de Aprendizaje. Dicho análisis se basa tanto en las estadísticas de uso obtenidas por los sistemas que soportan dichos entornos como de la valoración que hacen los profesores y estudiantes. En base a dicho análisis descriptivo se brinda un conjunto de recomendaciones metodológicas que se consideran en la impartición de varias asignaturas del Grado de Ingeniería Informática, tanto en modalidad presencial como a distancia, y de Máster, en modalidad semipresencial.   Palabras clave: Entornos virtuales de aprendizaje, tutorización, recomendaciones metodológicas Tutoring of students through Virtual Learning Environments   ABSTRACT  This paper analyses the utilization and effectiveness of several tools presented in the most popular Virtual Learning Environments. A set of methodological recommendations about the use of these tools are also offered. This study is based on the statistics collected by the own learning environment and  the opinions offered by the professor and students enrolled in several courses. Data presented in this paper are related to several courses of undergraduate and postgraduate studies. Undergraduate courses are offered both classroom- based and on-line. Meanwhile, postgraduate courses follow a blended format.  Keywords: Virtual learning environment, tutoring, methodological recommendations

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.


2011 ◽  
Vol 2 (2) ◽  
pp. 1-16
Author(s):  
Francisco Mora-Vicarioli

El foro virtual constituye un recurso valioso, el cual se encuentra disponible en los diferentes entornos virtuales de aprendizaje utilizados para la educación. El conocimiento por parte del profesorado de las características del foro, de la forma de moderarlo o guiarlo, y de las posibilidades didácticas, en términos de estrategias y evaluación; todo lo anterior permite que el facilitador de este tipo de espacios académicos obtenga el mayor provecho de esta herramienta. Palabras clave: foro, virtualidad, entornos virtuales de aprendizaje, tutor virtual, moderación, estrategias.AbstractThe virtual forum is a valuable resource which is available in different virtual learning environments used for education. Knowledge by teachers of the features of the forum, how to moderate it or guide it, and learning opportunities, in terms of strategies and evaluation of the above allows the facilitator of such academic areas get the most out this tool. Keywords: forum, virtual, virtual learning environments, virtual tutor, moderation strategies.


Ciencia Unemi ◽  
2015 ◽  
Vol 8 (13) ◽  
pp. 47
Author(s):  
Yoaniker Navas Montes ◽  
Iliana Real Poveda ◽  
Silvia Pacheco Mendoza ◽  
Amalin Ladaysé Mayorga Albán

Los Entornos Virtuales de Aprendizaje (EVA) emergen como alternativas en los Procesos de Enseñanza y Aprendizaje (PEA) permitiendo la transformación de la información evolucionando hacia nuevos aprendizajes, lo cual incide directamente en los roles de docentes, estudiantes, institución y por supuesto, en todo el contexto que lo rodea. La Universidad Estatal de Milagro (UNEMI) ha incorporado aulas virtuales como estrategia de enseñanza basada en los EVA en las distintas carreras que ofrece a través de sus cinco facultades. Ante ello los investigadores se plantean como objetivo de la investigación registrar los procesos de enseñanza y aprendizaje que se han desarrollado a través del EVA institucional de la UNEMI en los módulos de Inglés, describir las relaciones que se establecen entre los componentes de dicho proceso, y comprobar los efectos, relaciones y contextos presentes en los procesos de enseñanza y aprendizaje a través de los EVA en los módulos de Inglés. Los resultados obtenidos consistieron en definir a través de los EVA a) los fundamentos teóricos metodológicos que permiten el perfeccionamiento de los PEA; b) diagnóstico de los PEA en los módulos de Inglés; y c) validación de una estrategia para el perfeccionamiento de los PEA a través de un EVA.Palabras Clave: procesos de enseñanza y aprendizaje, estrategia didáctica, entornos virtuales de aprendizajes. The Virtual Learning Environments (VLE) emerge as an alternative in the Teaching and Learning Processes (TLP) allowing the transformation of information evolving into new learning, which directly affects the roles of teachers, students, institution, and of course, the entire surrounding context. In this regard, the State University of Milagro (UNEMI) has built virtual classrooms as a teaching strategy based on Virtual Learning Environments (VLE) in the various careers offered through its five faculties. In response, researchers set as the aim of this research a) record the teaching and learning processes that have been developed through the institutional VLE in UNEMI English modules; b) describe the relationships that exist between the components of the teaching and learning processes when performed through the VLE in the English modules; c) provide knowledge about the teaching and learning processes through VLE; d) test the effects, relationships and contexts present in the teaching and learning processes through the VLE in the English modules. The obtained results consisted of defining through VLE a) methodological theoretical bases for improving the TLP; b) diagnosing the TLP in UNEMI English modules; and c) the validation of a strategy for improving the TLP through a VLE.


SATHIRI ◽  
2015 ◽  
pp. 195
Author(s):  
Jorge Humberto Miranda Realpe

La presente investigación denominada “The WebQuest learning tool applied to structured Virtual Learning Environments” propone el empleo de recursos didácticos web 2.0 en aulas virtuales, con el objetivo de mejorar el trabajo en el ambiente virtual incidiendo positiva- mente sobre el aprendizaje estudiantil. En este proyecto se elaboraron encuestas y entrevis- tas dirigidas a estudiantes, docentes y directores, recolectando información relacionada con las aulas virtuales como frecuencia de uso, nivel de satisfacción, contenidos, retroalimenta- ción, utilización de las TIC, metodologías pedagógicas aplicadas, entre otros. Los resultados de los instrumentos aplicados señalan la importancia de reforzar la capaci- tación docente en la aplicación didáctica de las TIC, para garantizar el uso efectivo de las aulas virtuales. En la investigación se plantearon la guía y reglas para desarrollar y utilizar las webquests; además se analizaron los recursos tecnológicos Google Sites, 1 2 3 Tu WebQuest, Zunal WebQuest Maker y el módulo PHP WebQuest en base a parámetros como tipo de licencia- miento, ventajas, desventajas, facilidad de uso, idioma de la herramienta, plantillas dispo- nibles, sugerencias de ayuda, facilidad para incorporar recursos web 2.0, herramientas de respaldo de datos, entre otros. Así mismo se analizaron los resultados obtenidos a partir de la prueba piloto en la que se emplearon webquests para desarrollar actividades de aprendi- zaje junto a grupos de estudiantes. Las webquests y recursos web 2.0 constituyen herramientas didácticas basadas en la web, que al ser aplicados en aulas virtuales bajo la metodología: Presencia, Alcance, Capacitación, Interac- ción, Elearning – PACIE, permiten reforzar el proceso de enseñanza-aprendizaje; favoreciendo el desarrollo de capacidades cognitivas, procedimentales y actitudinales en los estudiantes


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Victoria Lynn Walker

This article will present the process and the curricular and pedagogical lessons learned from adding a 3D virtual learning environment to an online course in a distance and hybrid education master’s degree program. Based on student surveys, course evaluations, and faculty interviews, the author will summarize attitudes and expectations from the varied stakeholders and offer practical recommendations on the design and delivery of an effective virtual world learning environment in an online course. The author is involved in developing 3D virtual learning environments and integrating their use in graduate level counseling courses in traditional, blended, and online master’s programs. In the fall of 2007, the author began the process of incorporating the virtual world Second Life into an online counseling skills and techniques course in the Human Services Counseling Program at Regent University. The course objectives consisted of teaching graduate level students expertise such as clinical counseling skills and techniques. One of the critical competencies, the student’s ability to demonstrate the basic counseling skills needed to be an effective counselor including attending, listening, empathy, warmth, and respect, was very difficult to teach and evaluate from a distance. In the past, program instructors have taught online and blended courses with the asynchronous learning environment Blackboard and the synchronous technologies, Skype and Instant Messenger. With the use of new learning environments, such as 3D virtual learning environments, the author hoped to provide the instructors and students with an environment more conducive to developing effective counseling skills. The author implemented the virtual learning environment – a simulated counseling facility and tested the virtual counseling facility’s use as an innovative learning environment for simulation of student counseling sessions. This article will discuss the author’s personal experiences as well as the empirical research collected during this case study. Given the potential for significant growth in the use of virtual learning objects, this article should provide useful information for instructors and administrators considering virtual environments as a means of teaching practical skills at a distance in online programs.


Author(s):  
Jean-Eric Pelet ◽  
Benoît Lecat

The authors’ research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an “interactivity design” (IS) course. Second, a confirmatory study conducted with 168 students in management presents a framework of VLE application in the context of management courses (MS). Results indicate that in the context of management studies, singular differences in the knowledge of VLEs exist between low/high skilled students. Even if a VLE can benefit skilled students, low skilled students must first understand and appreciate the full meaning of VLEs. A VLE leads to good training of students in IS courses. However, its existence must be communicated more intensively in the context of managerial studies. Furthermore, these students will need to be trained before achieving a sufficient level of competency to be able to manage projects using Second Life (SL).


Author(s):  
Fredrik Paulsson ◽  
Mikael Berglund

A general SOA framework for Virtual Learning Environments, based on the VWE Learning Object Taxonomy, is suggested in this chapter. Five basic and general services are suggested for implementation of modular Virtual Learning Environments. The design of the service framework was tested by implementation in two prototypes, using two different approaches where a Java-RMI based implementation was compared to a Web Service (SOAP) based implementation. By implementing the VWE Learning Object Taxonomy and the VWE SOA framework, the prototypes showed that a level of modularity, similar to the level of modularity of Learning Objects, could be achieved for the Virtual Learning Environment as well. Using the VWE Learning Object Taxonomy, this was accomplished by including the learning content and the Virtual Learning Environment into the same conceptual space. The comparison of the prototypes showed that the Web Service approach was preferred in favor of the Java-RMI approach. This was mainly due to platform neutrality and the use of the http-protocol. The study was supplemented by an analysis of the two approaches in relation to a third, REST-based approach.


Author(s):  
Anita Cassard ◽  
Brian W. Sloboda

This chapter presents some of the methods and approaches that are used in the assessment of student outcomes in 3-D virtual learning environments. Distance learning or eLearning that includes the 3-D virtual learning environments have been increasing dramatically because of the rise in demand by students. Because of this advent in eLearning, assessment of the outcomes is crucial when measuring student learning. In addition to the measurement of student learning, the instructional designers will need assessment of student learning as a means to upgrade the 3-D virtual learning environments and maintain the relevancy of the content for students. Much of the research on measurement of outcomes is based on anecdotal evidence provided by students. A comprehensive examination of assessment of the 3-D virtual learning environment becomes paramount, so educators will have a better idea how to carefully assess outcomes of student learning.


Author(s):  
Arshia Ayoub ◽  
Zahid Ashraf Wani

The emergence of the internet has opened a wealth of new, network-based applications, from digital music stores to new venues for scholarly publishing. It has replaced the physical learning environments with virtual ones. The virtual learning environments are utilized for not only imparting informal but formal education as well. A collaborative virtual learning environment is a computer-based, distributed, virtual space or set of places. In such places, people can meet and interact with others, with agents, or with virtual objects. Collaborative virtual learning environment might vary in their representational richness from 3D graphical spaces, 2.5D, and 2D environments to text-based environments. In this milieu, the proposed study shall make an endeavor to time travel and identify various virtual learning systems, services, and tool that are being used and adopted by virtual learners. In addition, the study shall also anticipate the future virtual learning environments based on current trends and future requirements.


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