scholarly journals New Learning Scenarios with Chatbots – Conversational Learning with Jix: from Digital Tutors to Serious Interactive Fiction Games

Author(s):  
Cäcilie Kowald ◽  
Beate Bruns

Conversational user interfaces, aka chatbots, offer new ways of interaction that can be used not only for task-led applications, but also for learning itself. Conversational learning offers a variety of new and extensive options to support individuals through the learning process and to push the boundaries of classroom based learning. This document shows three application scenarios that have been realized with time4you’s conversational learning software Jix. After having read this text, you will have a better idea of what conversational learning is, how it can be used in learning and development, and what is critical for its success.

2021 ◽  
Vol 14 (2) ◽  
pp. 50-57
Author(s):  
Cäcilie Kowald ◽  
Beate Bruns

Conversational user interfaces, aka chatbots, offer new ways of interaction that can be used not only for task-led applications, but also for learning itself. From drill-and-practice assistants to digital tutors and coaches, Conversational learning offers a variety of new and extensive options to support individuals through the learning process and to push the boundaries of classroom-based learning. However, Conversational Learning applications that go beyond simple question-and-answer dialogs are still rare. “Pit in the Warehouse” takes a new stance to Conversational Learning: by combining an dialogical escape room challenge with an interactive fiction approach and compelling storytelling, it creates an engaging and low-threshold type of game-based learning.


2021 ◽  
Vol 8 (3) ◽  
pp. 277-285
Author(s):  
Ileana Hamburg

Workplace learning supports the acquisition of knowledge or skills by formal or informal methods and means that occurs in the workplace. It contributes to the learning of employees, employers and the organization as a whole. As a response to COVID-19 disease, workplace learning had to be changed and many usual activities in this context have been postponed or canceled. Digital learning solutions and alternative activities have to be found in order to continue the learning process. Workplace learning is often incorporated into workplace social interactions and everyday practices, but it can include also formal elements and be supported by mentors and tutors. In this presentation, first some forms, benefits and requirements of workplace learning are described as well as steps and approaches like learning scenarios which have to be developed to ensure social distancing and promote digital learning at the workplace as a solution. Second, some learning methods are proposed which can be applied within workplace learning and have been tested by the Study Group Lifelong Learning of the IAT within a European project.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Nuraini Hidayah Sulaiman ◽  
Masitah Ghazali

Guidelines for designing and developing a learning prototype that are compatible with the limited capabilities of children with Cerebral Palsy (CP) are established in the form of a model, known as Learning Software User Interface Design Model (LSUIDM), to ensure children with CP are able to grasp the concepts of a learning software application prototype. In this paper, the LSUIDM is applied in developing a learning software application for children with CP. We present a user study on evaluating a children education game for CP children at Pemulihan dalam Komuniti in Johor Bahru. The findings from the user study shows that the game, which was built, based on the LSUIDM can be applied in the learning process for children with CP and most notably, the children are engaged and excited using the software. This paper highlights the lessons learned from the user study, which should be significant especially in improving the application. The results of the study show that the application is proven to be interactive, useful and efficient as the users used it.


LingTera ◽  
2018 ◽  
Vol 5 (1) ◽  
pp. 61-67
Author(s):  
Alif Karyawati ◽  
Ashadi Ashadi

Project based learning (PBL) is an instructional approach that focuses on student centre learning, learning process, and students’ autonomy. This study was conducted at International Class Program in one of universities in Salatiga. Furthermore, this study explained the teaching strategies by using project based learning in English drama class. The researcher used a case study as the design and collected the data by using interview and observation. The participants of this study were an English drama lecturer and 20 students of International Class Program (ICP). The findings indicate that ICP students dominated the class especially to improve their speaking skill and the lecturer provided new learning atmosphere in teaching English by giving some activities which contains communication, critical thinking, collaboration, and creativity or 4Cs skills.


2021 ◽  
Vol 11 (21) ◽  
pp. 10366
Author(s):  
César Córcoles ◽  
Germán Cobo ◽  
Ana-Elena Guerrero-Roldán

A variety of tools are available to collect, process and analyse learning data obtained from the clickstream generated by students watching learning resources in video format. There is also some literature on the uses of such data in order to better understand and improve the teaching-learning process. Most of the literature focuses on large scale learning scenarios, such as MOOCs, where videos are watched hundreds or thousands of times. We have developed a solution to collect clickstream analytics data applicable to smaller scenarios, much more common in primary, secondary and higher education, where videos are watched tens or hundreds of times, and to analyse whether the solution is useful to teachers to improve the learning process. We have deployed it in a real scenario and collected real data. Furthermore, we have processed and presented the data visually to teachers for those scenarios and have collected and analysed their perception of their usefulness. We conclude that the collected data are perceived as useful by teachers to improve the teaching and learning process.


Author(s):  
Robert Z. Zheng

How to personalize learners' learning with digital technology so that learners derive optimal experiences in learning is a key question facing learning scientists, cognitive psychologists, teachers, and professional instructional designers. One of the challenges surrounding personalization and digital technology is how to promote learners' cognitive processes at a deeper level so that they become optimally engaged in critical and creative thinking, making inferences in learning, transferring knowledge to new learning situations, and constructing new knowledge during innovative learning process. This chapter examines the literature relating to deep cognitive processes and the idiosyncratic features of digital technology that support learners' deep cognitive processes in learning. Guidelines pertaining to personalization with digital technology in regard to deep cognitive processing are proposed, followed by the discussions on future research with a focus on verifying the theoretical constructs proposed in the guidelines.


Author(s):  
Lúcia Amante ◽  
Isolina Rosa Oliveira ◽  
Maria João Gomes

The new learning scenarios resulting from technological development and in particular of Web 2.0 make it necessary to rethink the teaching practices in higher education, namely at the level of assessment strategies aligned with more recent paradigms. The assessment of competences requires an approach where knowledge, abilities, and attitudes are integrated, implying the use of a variety of assessment strategies. What models can anchor this new assessment culture? How can one design an assessment program that guarantees the quality of this new approach? Based on a new theoretical framework for e-assessment in higher education, the authors construct and apply a survey aimed to identify the practices and the perspectives of the teachers, and the experiences and the perspectives of the students in public higher education institutions. In this chapter, the authors present and discuss the results obtained and advance a proposal for teacher training.


Author(s):  
Athanasios Christopoulos ◽  
Marc Conrad ◽  
Mitul Shukla

This chapter maps the types of interactions that relate to the use of virtual worlds in hybrid virtual learning scenarios. Students were asked to state their opinions regarding their experiences and were also observed along the way. The results highlight that the learning activities and students' attitudes and experiences greatly affect learner engagement. It is vital, though, that instructional designers plan the learning activities thoughtfully and provide learners with enough time and support. Offering content with examples of the expectations of the teaching team can be invaluably helpful. Furthermore, a game-like content can be considered a great source of motivation. Moreover, the vividness of the virtual world makes the learning process more stimulating and less tedious. Additionally, avatars enable users to interact with the content and increase the opportunities for interactions with others. Nevertheless, learners' simultaneous co-presence in the physical classroom is a more immediate and preferred option, since it offers increased opportunities for collaboration.


Author(s):  
Paula Peres ◽  
Sandra Ribeiro ◽  
Célia Tavares ◽  
Luciana Oliveira ◽  
Manuel Silva

This chapter aims to demonstrate how PAOL - Unit for Innovation in Education, a project from ISCAP - School of Accounting and Administration of Oporto - Institute Polytechnic of Oporto, Portugal - prompted new educational initiatives and new learning scenarios at a Higher Education Institution. Furthermore, it will demonstrate PAOL’s lines of intervention through an extensive analysis based on the 6 years of experience that this unit has in the educational technology field; a project that began small but that, due to the force of innovation, has progressively conquered new adepts. Therefore the unit described in this chapter relates all these factors, as a whole, capable of attaining changes that influence mentalities and methodologies, overcoming cultural and technical barriers. This case study can serve as a catalyst, potentiating the creation of new multi-faceted projects in the scope of web technologies in higher education teaching-learning processes.


Author(s):  
Diana M. Ragbir ◽  
Permanand Mohan

This chapter presents the IMS Learning Design Specification and explains how it can be used to enhance the effectiveness of e-Learning scenarios. It shows how to assemble a learning design using elements of the learning process and chunks of content known as learning objects. The chapter proposes several learning design services that can potentially improve the pedagogical expressiveness of the current Learning Design Specification. It also discusses the possibility of storing learning designs in a repository and adapting and personalizing learning designs according to the instructional needs of individual learners. It is hoped that researchers and practitioners will understand how it is possible to go beyond learning objects and create learning designs that more accurately reflect the actual learning process of students and thus appreciate the value in extending the learning design specification to improve pedagogical effectiveness.


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