scholarly journals E-Book as a Platform for Exploratory Learning Interactions

Author(s):  
Lukito Edi Nugroho

E-books are widely used as an important resource in learning. The most common way to use e-books is to incorporate them while a learning interaction is in progress. However, some learning styles are better supported inversely: e-books take the lead and are used to initiate and bind learning communications to the topics in focus. Unfortunately, existing e-book formats cannot accommodate this need effectively, potentially causing learning interactions to lose grip on the intended discussion framework. Inability to bind a conversation with the materials in the first place can also introduce overhead cost to the readers due to the burden of bringing the materials into the discussion. In this work, we add the capability of e-books to serve as an interaction platform. An e-book is considered as a collection of objects indicating topics of learning discussions. Asynchronous conversation is anchored to one or more topic, and defined by a context that specifies participants and communications among them. Communication is modeled after a reactive mechanism by using event-action pairs. The proposed framework also accommodates dynamics within discussions, as well as structured discussions commonly found in many learning environments.

AI Magazine ◽  
2015 ◽  
Vol 36 (2) ◽  
pp. 10-21 ◽  
Author(s):  
Oriel Uzan ◽  
Reuth Dekel ◽  
Or Seri ◽  
Ya’akov (Kobi) Gal

This article presents new algorithms for inferring users’ activities in a class of flexible and open-ended educational software called exploratory learning environments (ELE). Such settings provide a rich educational environment for students, but challenge teachers to keep track of students’ progress and to assess their performance. This article presents techniques for recognizing students activities in ELEs and visualizing these activities to students. It describes a new plan recognition algorithm that takes into account repetition and interleaving of activities. This algorithm was evaluated empirically using two ELEs for teaching chemistry and statistics used by thousands of students in several countries. It was able to outperform the state-of-the-art plan recognition algorithms when compared to a gold-standard that was obtained by a domain-expert. We also show that visualizing students’ plans improves their performance on new problems when compared to an alternative visualization that consists of a step-by-step list of actions.


2017 ◽  
Vol 2 (2) ◽  
pp. 142
Author(s):  
Muhammad Miftah Farid

This study aims to analyze the influence of learning motivation, learning styles and learning environments on learning outcomes economy partially or simultaneously. The population in this study is IPS students a total of 314 people and a total sample of 153 students in SMA Negeri 1 Wringinanom Gresik. The data collection techniques used were questionnaires and documentation. Analysis method using multiple linear regression techniques. The results showed that the learning motivation, learning style and learning environment partially positive significant effect on learning outcomes. Learning motivation, learning style and the learning environment simultaneously positive significant effect on learning outcomes


2012 ◽  
pp. 1207-1219
Author(s):  
Rosalyn Rufer ◽  
Ruifang Hope Adams

The purpose of this chapter is to adapt instructional strategies to virtual world learning environment in Second Life and reach more diverse learners with different learning styles. Part of the approach will focus on learners who are visual as compared to auditory and kinesthetic. Additionally, the approach will examine how changes in pedagogical methods can be used to reach diverse learners with different learning styles in virtual learning environments. The major topics address how styles of learning were considered in designing an instructional strategy and how differences in learning styles were rationalized via learning in a virtual world. Thus student success can be correlated to teaching pedagogy, and hence modified to reach diverse learners. Suggestions are included for adapting a cognitive process combined with multimedia design principles in a virtual world.


Author(s):  
S. Manjit Sidhu

Student in today’s undergraduate level classrooms often display widely varying characteristics that extremely affect learning outcome. Although student characteristics have been widely studied in the more traditional teaching and learning environments, educators have just begun exploring the applications in interactive multimedia and its associated technological techniques. This article first describes some pedagogical characteristics that could affect students in their learning and than discuss some student learning styles.


2010 ◽  
pp. 152-168
Author(s):  
Amy B. Adcock ◽  
Ginger S. Watson ◽  
Gary R. Morrison ◽  
Lee A. Belfore

Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge domains. This focus on instructional content is what separates games designed for entertainment from games designed to educate. As instructional designers and educators, the authors want serious game play to provide learners with a deep understanding of the domain, allowing them to use their knowledge in practice to think through multifaceted problems quickly and efficiently. Attention to the design of serious game affordances is essential to facilitating the development of domain knowledge during game play. As such, the authors contend that serious game designers should take advantage of existing prescriptions found in research on knowledge development in exploratory learning environments and tests of adaptive instructional designs in these environments. It is with this intention that the authors use evidence from research in cognitive processes and simulation design to propose design heuristics for serious game affordances to optimize knowledge development in games.


Author(s):  
Blessing F. Adeoye

The nature of learning is changing, especially learning in the twenty-first century. It's increasingly becoming more to do with student-centered learning. It emphasizes digital literacy, critical thinking, and interpersonal skills. This chapter revisited online learning environments in terms of differences in the learning styles of Nigerian university students according to their cultural backgrounds. The author also reviewed past research that focused on culturally different learning styles in online learning environments. Of specific interest are the studies that examined the same issue in the twenty-first century. This chapter concluded based on the review of literature that a person's learning style could affect how they react to any learning situation, including learning online; therefore, knowledge of learning styles could help in the selection of appropriate instructional designs and teaching strategies for courses. In the case of the students at the University of Lagos, it was found that students with different learning styles have different responses to online learning within their culture.


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