scholarly journals Engaging Virtual Learning Environment System to Enhance Communication and Collaboration Skills among ASEAN Higher Education Learners

Author(s):  
Jintavee Khlaisang ◽  
Kemmanat Mingsiritham

The study aims to design and develop a Virtual Learning Environment (VLE) system to enhance the communication and collaboration skills of higher education learners in the ASEAN cultural community. The system was developed based on a literature review of ASEAN to identity its educational goals for 2015, as well as the subjects of open learning, VLE, active learning, activity based learning, ASEAN cultural community, and collaboration and communication skills in 21st century. The results of the literature review were developed into a questionnaire for 400 higher education instructors. The survey results were then tabulated using G* Power and were analyzed using Exploratory Factor Analysis (EFA) to find the core elements to be developed to be an appropriate VLE system. The resulting system was tested using a sample group of 30 volunteer undergraduate students from 5 ASEAN member countries. Data analysis using t-test dependent indicated that there was statistical difference between pre and post self-assessment scores of the 21st century skills in communication and collaboration at a 0.05 level of significance. The result was consistent with the results of behavior and trace observations and the quality of project assignments produced using the system. The system developed consisted of four elements was approved by experts in the education field.

LEKSIKA ◽  
2021 ◽  
Vol 15 (1) ◽  
pp. 48
Author(s):  
H Haryati

COVID-19 has been the pandemic in Indonesia since March 2020. Drastically, it impacts on educational segment; therefore, the platforms of digital tools are able to be the best alternative way to overwhelm this issue and to strengthen the material delivery conducted by educational institution including universities. They can be beneficial tools in COVID-19 pandemic condition as teachers’ assistance. Due to these issues, this study was conducted to determine students’ perspective on the implementation of platforms in virtual learning environment during Covid-19 pandemic. This study involved 105 participants of the sixth semester students of English department of Universitas Pamulang. To obtain the data, the writer distributed a survey consisting 3 major questions (the platform reference, the advantages and the challenges); the students handed the reflective notes in to all questions related to the implementation of virtual learning in COVID-19 pandemic situation. The findings revealed that the students prefer having screen recording in learning activity (38.10%), Google Meeting (28.57%), Kahoot (19.04%), and Ed Puzzle (14.29%). Furthermore, the advantages of the platforms are time flexibility, effective platforms, less quota, interaction, fun application, the mastery of grammar; however, the challenges are monotonous activity, the students’ boredom, difficult to create an account, poor responses, poor internet connection and inequivalent schedule. 


EAD em FOCO ◽  
2016 ◽  
Vol 6 (2) ◽  
Author(s):  
Adriano Theodoro ◽  
Gerlinde Agate Platais Brasil Teixeira ◽  
Claudia Marcia Borges Barreto

Descrevemos o processo de criação colaborativa de um ambiente virtual de aprendizagem (AVA) de acordo com os princípios das metodologias ativas de ensino e a sua avaliação. O ambiente virtual foi usado no apoio ao ensino presencial. Participaram dessa experiência híbrida de aprendizagem estudantes da disciplina Imunobiologia, oferecida no primeiro ano de um curso tradicional de graduação em Medicina. Ao término da disciplina, foi aplicado um questionário para avaliar a facilidade de uso e a percepção dos estudantes sobre a qualidade do aprendizado adquirido. A maioria dos estudantes que avaliaram a intervenção pedagógica afirmou que o ambiente foi fácil de usar, atendeu às expectativas de apoio ao ensino presencial e as atividades didáticas foram importantes para o aprendizado de habilidades como reflexão, pesquisa e discussão. Portanto, o ambiente virtual desenvolvido foi bem-sucedido e bem-aceito pelos estudantes.Palavras-chave: Educação a distância, Moodle; Ensino de Imunologia, Mapa conceitual.? Evaluation of a Virtual Learning Environment of ImmunologyAbstractWe herein describe the process of collaborative creation and evaluation of a Virtual Learning Environment of Immunology according to the principles of active learning. The Web-based platform was used in support of face to face classroom teaching. First year Medicine undergraduate students attending Immunobiology? course participated in this blended learning experience. At the end of the course, a questionnaire was applied to evaluate the ease of use and the students' perception of the quality of the acquired learning. Most students assessed the educational intervention said that the environment was easy to use, supports the classroom teaching and the educational activities were important for learning skills such as reflection, research and discussion. Therefore, the developed virtual environment was successful and well accepted by the students. Keywords: Distance learning, Moodle, Immunology teaching, Concept map.


Author(s):  
Stephen Tang ◽  
Martin Hanneghan ◽  
Abdennour El Rhalibi

Games-based learning takes advantage of gaming technologies to create a fun, motivating, and interactive virtual learning environment that promotes situated experiential learning. Many researchers now believe that this approach can better motivate present day entertainment-driven learners to more thoroughly engage in learning through meaningful activities defined in the game context as opposed to those offered using more traditional didactic approaches. This chapter describes games-based learning, the related terms and scope, current approaches, embedded pedagogies and challenges for providing high-quality education in the 21st Century.


Virtual Learning Environment (VLE) is the learning through electronic media where teachers and students are not in the same place, but the gap is bridged by the use of technologies. The aim of this study is to develop a 3D virtual learning environment (3D VLE). The three objectives of this study are (i) to gather the requirements of 3D VLE, (ii) to design the 3D VLE, and (iii) to develop the 3D VLE. The method consists of five phases; (i) literature review, (ii) requirement gathering, (iii) design, (iv) development and (v) evaluation. The prototype is developed by using Open Simulator, SLOODLE and Moodle. Future work includes enhancement for 3D VLE such as using gesture recognition to control the avatar movement.


Author(s):  
Ahmed Al-Azawei ◽  
Miami Abdul Aziz Al-Masoudy

This study aims at predicting undergraduate students' performance in the Virtual Learning Environment (VLE) based on four time periods of the examined online course. This is to provide an early and continuous prediction of students' academic achievement. This research depends on data from one of the scientific courses at the Open University (OU) in Britain, which offers its lectures using VLE. The data investigated consists of 1938 students in which the influence of demographic and behavioral variables was explored first. Then, three features were generated to improve the prediction accuracy as well as examining the effect of learners' engagement on their academic performance. Accordingly, a comparison was made between the prediction accuracy of integrating the proposed features with the behavioral and demographic features and the use of the original features only. The findings suggest that some of the demographic variables and all behavioral features had a significant impact on students' performance. However, the accuracy was highly improved after using the new generated features. It was found that the level of the financial and service instability, level of participation in the course, assessment grades, the total number of clicks, the interaction with different course activities, and students' engagement were significant predictors of academic achievement.


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