EduOntoWiki Project for Supporting Social, Educational, and Knowledge Construction Processes with Semantic Web Paradigm

Author(s):  
Corrado Petrucco

The Web is going to produce a revolution in learning and teaching: the debate on the role of ICT in educational processes leads to a reconsideration of how we deal with information and knowledge. The widespread use in educational contexts is also due to the ease with which learning resources can be retrieved and shared: for example, the recent introduction of learning objects means that the contents which reside in different e-learning platforms is easy to find and access. But knowledge is also deeply embedded in millions of Web pages. Nonetheless, searching for information on the Web is not a simple task and the great number of documents found using search engines, such as Google, is beyond the human cognitive capacity to deal with this information overflow. Teaching information literacy skills or stimulating collaborative information filtering that supports the discovery of resources in a way that is responsive to the context of users may help, but there is a need for more efficient cognitive tools to search, organize, and discuss information in order to codify it in shared knowledge structures.

2010 ◽  
pp. 841-848 ◽  
Author(s):  
Corrado Petrucco

The Web is going to produce a revolution in learning and teaching: the debate on the role of ICT in educational processes leads to a reconsideration of how we deal with information and knowledge. The widespread use in educational contexts is also due to the ease with which learning resources can be retrieved and shared: for example, the recent introduction of learning objects means that the contents which reside in different e-learning platforms is easy to find and access. But knowledge is also deeply embedded in millions of Web pages. Nonetheless, searching for information on the Web is not a simple task and the great number of documents found using search engines, such as Google, is beyond the human cognitive capacity to deal with this information overflow. Teaching information literacy skills or stimulating collaborative information filtering that supports the discovery of resources in a way that is responsive to the context of users may help, but there is a need for more efficient cognitive tools to search, organize, and discuss information in order to codify it in shared knowledge structures.


2011 ◽  
pp. 1570-1577
Author(s):  
Corrado Petrucco

The Web is going to produce a revolution in learning and teaching: the debate on the role of ICT in educational processes leads to a reconsideration of how we deal with information and knowledge. The widespread use in educational contexts is also due to the ease with which learning resources can be retrieved and shared: for example, the recent introduction of learning objects means that the contents which reside in different e-learning platforms is easy to find and access. But knowledge is also deeply embedded in millions of Web pages. Nonetheless, searching for information on the Web is not a simple task and the great number of documents found using search engines, such as Google, is beyond the human cognitive capacity to deal with this information overflow. Teaching information literacy skills or stimulating collaborative information filtering that supports the discovery of resources in a way that is responsive to the context of users may help, but there is a need for more efficient cognitive tools to search, organize, and discuss information in order to codify it in shared knowledge structures. In a more and more complex world we need support to think at a high level so the technologies let us develop strong knowledge structures that do not have the representational problems of the old schemas. An attempt in this direction is the Semantic Web: if we succeed in making the Semantic Web available and useful for education, it could revolutionize the way we think about teaching and learning with ICT. Our current research is aimed at the development, learning environment called EduOntoWiki that is backed up by a semantic structure based on the active consent of communities of practice.


Author(s):  
Tanko Ishaya

Developments in the Internet and the World Wide Web (WWW) technologies have led to an evolving trend in Electronic learning (e-learning). E-learning is now one of the most fast growing trends in computing and higher education (Ishaya & Wood, 2005) and certainly becoming a dominant way of learning in workplace settings across other organizations (Mungania, 2003). From its initial roots as an information-sharing tool, the Web has seen an exponential growth into a myriad of applications, ranging from very serious e-business to pure leisure environments. Likewise, research into technology support for education has quickly recognized the potential and possibilities for using the Web as a learning tool (Ishaya, Jenkins, & Goussios, 2002). Thus, the Web technology is now an established medium for promoting student learning, and today there are a great many online learning materials, tutorials, and courses supported by different learning tools with varying levels of complexity. It can be observed that there are many colleges and universities, each of which teaches certain concepts based on defined principles that remain constant from institution to institution. This results in thousands of similar descriptions of the same concept. This means that institutions spend a lot of resources producing multiple versions of the same learning objects that could be shared at much lower cost. The Internet is a ubiquitous supporting environment for sharing of learning materials. As a consequence, many institutions take advantage of the Internet to provide online courses (Ishaya et al., 2002; Jack, Bonk, & Jacobs, 2002; Manouselis, Panagiotou, Psichidou, & Sampson, 2002). Many other agencies have started offering smaller and more portable learning materials defined as learning objects (Harris, 1999; POMETEUS, 2002). Common standards for metadata, learning objects, and services are mandatory for the success of Web-based learning, which is why the creation of such standards for learning objects and related standards has being one of focus for research and development within the past few years. This includes the creation of accredited standards from the IEEE Learning Technology Standards Committee (LTSC) for Learning Object Metadata (LOM), Sharable Content Object Reference Model (SCORM), Instructional Management System (IMS), and so on. All these metadata models define how learning materials can be described in an interoperable way. There have also been intensive developments in the area of e-learning technology and the wide variety of learning environments from many different vendors (e.g., Sakai, Moodle, and Blackboard). While most of these approaches provide a means for describing, sharing, and reusing resources, the concept of interoperability and heterogeneous access to content chunks is yet to be fully achieved. This results in thousands of similar descriptions of the same concept, even within the same learning management system (LMS), and because these concepts may have been defined using different standards, they are not interoperable. What is required therefore is a mechanism and infrastructure for supporting a interoperable system of individual components that can be assembled by mixing and matching content from multiple sources to satisfy individual learner’s requirements. See Wood and Ishaya (2005) for a personality-based approach for building learner profiles.


Author(s):  
A. A. Azeta ◽  
C. K. Ayo ◽  
N. A. Ikhu-Omoregbe

With the proliferation of learning resources on the Web, finding suitable content (using telephone) has become a rigorous task for voice-based online learners to achieve better performance. The problem with Finding Content Suitability (FCS) with voice E-Learning applications is more complex when the sight-impaired learner is involved. Existing voice-enabled applications in the domain of E-Learning lack the attributes of adaptive and reusable learning objects to be able to address the FCS problem. This study provides a Voice-enabled Framework for Recommender and Adaptation (VeFRA) Systems in E-learning and an implementation of a system based on the framework with dual user interfaces – voice and Web. A usability study was carried out in a visually impaired and non-visually impaired school using the International Standard Organization’s (ISO) 9241-11 specification to determine the level of effectiveness, efficiency and user satisfaction. The result of the usability evaluation reveals that the prototype application developed for the school has “Good Usability” rating of 4.13 out of 5 scale. This shows that the application will not only complement existing mobile and Web-based learning systems, but will be of immense benefit to users, based on the system’s capacity for taking autonomous decisions that are capable of adapting to the needs of both visually impaired and non-visually impaired learners.


2018 ◽  
Vol 28 (3) ◽  
pp. 965-968
Author(s):  
Venera Gudachi

With the rapid technology development, today’s educational systems are obliged to include ICT in the educational processes. Sangra et al (2012) states e-learning represents a broad combination of processes, content, and infrastructure to use computers and networks to improve necessary parts of the learning value chain. In that regard, during the last two decades in the Republic of Macedonia there has been a constant engagement and resource allocation related to the introduction of ICT in the education process. For this purpose, various projects have been implemented at all levels of learning and teaching. Some of the projects were boosted with international support but many other were supported by national relevant institutions aiming to become a digitalized society and entirely introduce ICT in the education sector. This way all necessary legal provisions were adopted, which is the case of adoption of the needed laws and national strategies to introduce this new concept and thus establish the path towards digital education. Moreover, all primary and secondary public schools in the country were equipped with computers, provided software tools for school subjects, organized trainings for teachers and offered interactive on-line teaching and interactive teaching and assessment methods. The idea of this study is to assess and see the overall situation of e-learning in the secondary education in the country, evaluate its use and reflect the actual situation of e-learning use by looking at different demographic categories.


Author(s):  
Wilson Castello Branco Neto

This chapter reveals how the Web has improved e-learning as well as some of the problems that came along with it. It argues that the main problem is the gap between two groups involved on Web-based learning. The first group spent its energy studying learning processes, although they are not concerned with reducing the costs and the work necessary for the development and management of such systems. On the other hand, the second group aims at facilitating the construction and management of the courses, without turning its efforts toward learning subject. In this chapter, the union of technologies developed by both groups, such as intelligent tutoring systems, adaptive hypermedia, learning management systems, and learning objects, is discussed. The proposal to put together the four technologies is based on Semantic Web technologies, aiming to solve problems faced by developers, teachers, and learners of Web-based learning.


2002 ◽  
Vol 31 (2) ◽  
pp. 177-190 ◽  
Author(s):  
Guillermo A. Francia

Learning Objects are digital or non-digital entities, which can be used, re-used or referenced during technology supported learning. These Learning Objects include multimedia segments, interactive learning systems, instructional software tools, course contents, and course management systems. The challenge for education is to design these learning objects. These objects will draw both from knowledge about human cognition and from practical applications of how technology can facilitate complex learning and teaching tasks. This article describes the design and the implementation of two learning objects: the Web Enabled Basic Knowledge Accessibility Program (WEBKAP) and the Web Enabled Automated Test Generation and Management System (WEATGAMS). These tools are created with a common thread: to ameliorate the learning experiences of students.


Author(s):  
Mercy A. Iroaganachi

The chapter explored best practices in web-based learning and teaching with a view to discover trends and provide valuable information for all in the e-learning environment. It affirms that paradigms in Web-based education have shifted from teacher-centered to learner-centered but basically it remains synchronous or asynchronous. This requires Learning Objects (LOs) to be pedagogically efficient, designed to standard (Multimodal) with designers bearing in mind the varied population and learning styles. LOs are to be personalized thereby creating adaptive content based on learner's abilities, learning style, level of knowledge and preferences. It is recommended that educators have requisite background knowledge and competencies in technology such as hardware, software, and course management systems etcetera. Instructors, designers and all interested persons should consult a checklist of best practices, for assessing learning object repositories. More so, there is need to incorporate hands-on component into the e-learning environment. The chapter provides Indicators for best practices.


Author(s):  
Ghebghoub Ouafia ◽  
Abel Marie-Hélène ◽  
Moulin Claude ◽  
Leblanc Adeline

The increasing number of available resources that may be used during e-learning can raise problems of access, management and sharing. An e-learning application therefore shares the same problem of relevance to the Web concerning the access to learning resources. Semantic web technologies provide promising solutions to such problems. One main feature of this new web generation is the shared understanding based on ontologies. This chapter presents an approach to index learning resources semantically using a LOM ontology. This ontology was developed to clarify the concepts, and to describe the existing relations between elements of the LOM standard. The author present also our tool based on this ontology which allows to describe learning objects and helps retrieving them.


2019 ◽  
Vol 17 (1) ◽  
pp. 56-66 ◽  
Author(s):  
Chanut Poondej ◽  
Thanita Lerdpornkulrat

Purpose This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and motivation in learning. Design/methodology/approach To investigate student satisfaction and engagement with an e-learning course, here an Information Literacy Skills course, the authors collected data from 104 undergraduate students enrolled on the course in Thailand. In addition, the authors used student interaction data obtained from Moodle to examine whether there were any differences in the frequency of online interaction with the course between the students who performed at an above-average level and those who were below average. Findings The findings indicated that the students were highly satisfied with the gamification tools in Moodle and they were engaged in the gamified e-learning course. The authors found a significant difference in the frequency of online interaction with the course between the group who performed at an above-average level and the group who were below average. Practical implications The findings have important implications for the development of gamification in e-learning. Originality/value This paper fulfills an identified need to study how gamification idea can be implemented in e-learning.


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