Improving Learner Experience Within Educational Nooks in Digital Libraries

Author(s):  
Desislava Paneva-Marinova ◽  
Radoslav Pavlov

This chapter presents solutions for personalized observation and enhanced learning experience in digital libraries (DLs) by special smart educational nooks. Main factors related to the DLs user experience and content usability issues are considered. During the user experience design, the users' needs, goals, preferences, and interests have been carefully studied and have become the starting point for the new DLs functionality development. This chapter demonstrates several educational nooks or their components, such as learning tools in a digital library for fashion objects, a smart learning corner in an iconographical art digital library, an ontology of learning analysis method, and some educational games for art and culture in which authors are co-developers.

Author(s):  
Habibah Ab Jalil ◽  
Nurul Amelina Nasharuddin ◽  
Erzam Marlisah ◽  
Ahmad Iqmer Nashriq Mohd Nazan ◽  
Ismi Arif Ismail ◽  
...  

Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically associated with playing games provides for a deeper learning experience and allows the individual to connect various concepts, skills, and knowledge, as well as sparking creativity. This paper builds upon previous studies of enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming. Drawing on Miles’ taxonomy, the review further set out to identify and bridge gaps in our theoretical understanding of enjoyment. Three theories were found to be particularly relevant for explaining the concept of enjoyment in relation to health-based gaming: self-determination theory, flow theory, and uses and gratification theory.


2019 ◽  
Vol 6 (4) ◽  
pp. 49-66 ◽  
Author(s):  
Maiju Salovaara-Hiltunen ◽  
Katja Heikkinen ◽  
Jaana-Maija Koivisto

Simulation training is an effective way of teaching in healthcare, yet it requires a great deal of time and effort. Virtual gear technology brings us new promising training methods, yet there is very little research data about the user experience and learning in immersive virtual environments. This research was based on the idea that 4D virtual reality simulation games can supplement traditional simulation training and provide consistent training to a wide group of professionals. As learning should be effective, it should also be pleasant enough to motivate professionals for continuous training. Therefore, user experience was emphasized in this study and learning effectiveness was not measured. This study explored the gaming and learning experience, as well as usability, in a multi-phase scenario based on the evidence-based theory of resuscitation. The participants played the scenario and were interviewed immediately afterwards. Their experiences of the 4D virtual simulation game were explored in the context of educational games and general theories of UX. Material from 13 thematic interviews was analyzed by applying a deductive content analysis. The findings suggest that gaming and learning experiences are very individual and vivid. Immersion created by the virtual gear had an essential impact on the overall experience. In addition, authenticity, interaction and feedback were important elements of learning experience. Usability had a major role on the whole. The findings are discussed in relation to earlier studies and actual practise as well as trustworthiness and challenges of overall implications.


Author(s):  
Lee Yen Han

In recent years, the development of information technologies and network distributions has brought about the creation of useful learning resources, one of which is the e-learning environment. With its promise of ease and ready accessibility, e-learning, a term generally used to refer to computer-aided learning, is fast becoming ubiquitous in educational institutes. In terms of enhancing the online learning experience, digital libraries have tremendous potential in offering resources that can support e-learning. In this chapter, the concepts of “e-learning” and “digital library” are examined. In addition, the role of digital libraries and their integration into the e-learning environment are also discussed.


Author(s):  
Samirna Collazos ◽  
Bayron Mauricio Mazabuel

This chapter was intended to emphasize the need of user-centered technology for the current generation of learners: “Multipotentielites.” The scenario suggests that fostering attention in Multipotentialites is required for effective learning being empathy and emotions the key to achieve it. Important concepts such as user experience design (UXD) and learning experience design (LXD) where analyzed here as pivotal aspects to envision both new educational/learning processes and the environments/technologies that support them. Under this context, the chapter summarized several perceptions from experts by highlighting those Multipotentialites' qualities and skills that should be strengthen and exploited during learning processes where attention appears to be the new IQ.


Author(s):  
Syeda Hamna Bibi ◽  
Rumsha Muhammad Munaf ◽  
Narmeen Zakaria Bawany ◽  
Arifa Shamim ◽  
Zara Saleem

Augmented Reality (AR) tends to merge the computing world with the real world, giving way to an incredible user experience. This field is not only limited to entertainment but has been utilized in various domains including healthcare, education and training. Realizing the potential of Augmented Reality in improving the learning experience, researchers have explored many ways of incorporating AR in the field education. Consequently, this research is focused on providing interactive and customized learning experience to book readers. We present a mobile application, Smart Learning Companion (SLAC), for physical books that provide a virtual content for a book. The virtual content include, 3D animations, Quizzes, explanation of content in native language and many other features. The virtual content is activated as soon as pages are scanned with a mobile phone or tablet. Smart Learning Companion explains animated educational content and provides an interactive user experience. The aim of SLAC is to encourage students to learn on their own by making books more interactive. Smart Learning Companion provides explanation in Urdu, solutions of exercises with animations, quizzes for each section, and overall result that shows the student progress. This will help to reduce the dependency of students on others for learning making them capable of self-learning. Smart Learning Companion applications are developed for four books to conduct the experiments. Experimental study is conducted to show the effectiveness of Smart Learning Companion application. The results show that our application helped students to understand the concepts more easily as explanation was provided in national language of Pakistan, that is, Urdu.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Francisco Benita ◽  
Darshan Virupaksha ◽  
Erik Wilhelm ◽  
Bige Tunçer

AbstractThis paper proposes an Internet of Things device (IoT)-based ecosystem that can be leveraged to provide children and adolescent students with STEM educational activities. Our framework is general and scalable, covering multi-stakeholder partnerships, learning outcomes, educational program design and technical architecture. We highlight the importance of bringing Data-driven Thinking to the core of the learning environment as it leads to collaborative learning experience and the development of specific STEM skills such as problem-finding and solving, cognitive, analytical thinking, spatial skills, mental manipulation of objects, organization, leadership, management, and so on. A successful case study in Singapore involving tens of thousands of students is presented.


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