AmbiLearn

Author(s):  
Jennifer Hyndman ◽  
Tom Lunney ◽  
Paul Mc Kevitt

In educational institutions computing technology is facilitating a dynamic and supportive learning environment for students. In recent years, much research has involved investigating the potential of technology for use in education and terms such as personalized learning, virtual learning environments, intelligent tutoring and m-learning have brought significant advances within higher education but have not propagated down to Primary Level. This paper discusses AmbiLearn, an ambient intelligent multimodal learning environment for children. The main objective of this research is to redress the limited use of virtual learning environments in primary school education. With a focus on multimodal presentation and learning environments, AmbiLearn explores the educational potential of such systems at Primary school level.

2011 ◽  
Vol 3 (1) ◽  
pp. 53-59 ◽  
Author(s):  
Jennifer Hyndman ◽  
Tom Lunney ◽  
Paul Mc Kevitt

In educational institutions computing technology is facilitating a dynamic and supportive learning environment for students. In recent years, much research has involved investigating the potential of technology for use in education and terms such as personalized learning, virtual learning environments, intelligent tutoring and m-learning have brought significant advances within higher education but have not propagated down to Primary Level. This paper discusses AmbiLearn, an ambient intelligent multimodal learning environment for children. The main objective of this research is to redress the limited use of virtual learning environments in primary school education. With a focus on multimodal presentation and learning environments, AmbiLearn explores the educational potential of such systems at Primary school level.


Author(s):  
Веретехина ◽  
Svetlana Veretekhina ◽  
Кожаев ◽  
Yuriy Kozhaev ◽  
Кузнецова ◽  
...  

The article describes distance learning. List of technical features that allow to solve tasks of organization of distance learning is given. The methodology for distance learning is described. It is proved that the virtual learning environment upgrades quality of learning. The authors considered the benefits of using virtual learning environment from the point of view of control over the work of the teacher and the student in the system. The authors summarize materials of the sociological research among students on the issue of the importance of education through a virtual learning environment. The article gives the socio-economic grounds of effectiveness of using virtual learning environments for distance learning. The economic justification of efficiency of use of virtual learning environments consists of two components of costs: for organization and for the student. Expenditure for educational institutions is considered. Cuts in expenditures for educational institutions are proved. Expenses for students are reviewed. In the conclusion it is summarized that the use of virtual learning environments helps to optimize human and financial resources of the organization.


Author(s):  
Julius T. Nganji

The increasing use of social media brings about the need to consider learners with disability when designing learning environments incorporating social learning. Additionally, there is need for educational institutions to consider social media-enriched learning environments. By default, designers and developers of virtual learning environments tend to design for learners without disabilities. The consequences for learners with disabilities are enormous. This chapter aims to propose a disability-aware approach to designing social learning environments that advocates that stakeholders consider the needs of learners with disabilities throughout development. The challenges that learners with disabilities face when interacting with learning systems are reviewed, and a disability-aware approach to designing social learning environments is presented, examining how this could be practically implemented. The opinions and recommendations of 48 students with disabilities from two universities in the United Kingdom and Canada are presented.


Author(s):  
Pooja Siddharth Sukhdeve

Technology is ever-changing and ever-growing. One of the newest developing technologies is augmented reality (AR), which can be applied to many different existing technologies, such as computers, tablets, and smartphones. This chapter discusses the immersive learning process and the usage of AR into a simulated or in an artificial environment. Discussed is the background information on how the AR use in educational industries and the design process of AR immersive learning environment. The chapter also evaluates the benefits if immersive learning and AR.


2016 ◽  
Vol 6 (3) ◽  
pp. 347-370 ◽  
Author(s):  
İlknur Reisoğlu ◽  
Yüksel Göktaş

This study aims at developing Community of Inquiry Model scale for 3 Dimensional virtual learning environments. 51 items were developed for the scale from the literature review based on the characteristics of a virtual learning environment which was developed for winter sports in a 3D environment. The items were reviewed by field and language experts. A pilot study was conducted with 15 students. In 3D virtual winter sports learning environment, 260 5th, 6th, and 7th grade students practiced and then the scale was implemented on them. Exploratory and confirmatory factor analyses were carried out on the obtained data. At the end of the analyses, it was confirmed that the scale was comprised of three factors that are teaching, social and cognitive presence, and explained 57.80% of the variance and Cronbach alpha coefficient was .96. In confirmatory factor analyses conducted with three-factor structure that are teaching, social and cognitive presence, goodness of fit indexes before any modifications made on the model were as follows; [χ2/df=1.59 (p=.00); RMSEA= .07; GFI= .80; AGFI= .76; CFI=.99; NFI= .97; SRMR= .05].


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.


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.


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