scholarly journals Social, Personalized Lifelong Learning

Author(s):  
Alexandra Cristea ◽  
Fawaz Ghali ◽  
Mike Joy

This chapter discusses a challenging hot topic in the area of Web 2.0 technologies for Lifelong Learning: how to merge such technologies with research on personalizationand adaptive e-learning, in order to provide the best learning experience, customized for a specific learner or group of learners, in the context of communities of learning and authoring. The authors of this chapter discuss the most well-known frameworks and then show how an existing framework for personalized e-learning can be extended, in order to allow the specification of the complex new relationships that social aspects bring to e-learning platforms. This is not just about creating learning content, but also about developing new ways of learning. For instance, adaptation does not refer to an individual only, but also to groups, which can be groups of learners, designers or course authors. Their interests, objectives, capabilities, and backgrounds need to be catered to, as well as their group interaction. Furthermore, the boundaries between authors and learners become less distinct in the Web 2.0 context. This chapter presents the theoretical basis for this framework extension, as well as its implementation and evaluation, and concludes by discussing the results and drawing conclusions and interesting pointers for further research.

Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8042
Author(s):  
Wolfgang Kremser ◽  
Stefan Kranzinger ◽  
Severin Bernhart

In gesture-aided learning (GAL), learners perform specific body gestures while rehearsing the associated learning content. Although this form of embodiment has been shown to benefit learning outcomes, it has not yet been incorporated into e-learning. This work presents a generic system design for an online GAL platform. It is comprised of five modules for planning, administering, and monitoring remote GAL lessons. To validate the proposed design, a reference implementation for word learning was demonstrated in a field test. 19 participants independently took a predefined online GAL lesson and rated their experience on the System Usability Scale and a supplemental questionnaire. To monitor the correct gesture execution, the reference implementation recorded the participants’ webcam feeds and uploaded them to the instructor for review. The results from the field test show that the reference implementation is capable of delivering an e-learning experience with GAL elements. Designers of e-learning platforms may use the proposed design to include GAL in their applications. Beyond its original purpose in education, the platform is also useful to collect and annotate gesture data.


Author(s):  
Clara Pereira Coutinho ◽  
João Batista Bottentuit Jr.

In this chapter the authors analyze issues and ideas regarding the next generation of e-Learning, which is already known as e-Learning 2.0 or social e-Learning. They will look at the new learning tools that have emerged from the evolution of the Web, to the Web 2.0 paradigm, discussing their potential for supporting modern and independent lifelong learners. Even more important, the authors will justify the modeling of a new concept for the future of teaching and learning in the knowledge-based society in which we live. The conclusion will present a scenario for the evolution of the Web, the Semantic Web or 3.0 generation Web, which is emerging as a higher environment that will advance the design and development of e-Learning systems in promising new directions: machine-understandable educational material will be the basis for machines that automatically use and interpret information for the benefit of authors and educators, making e-Learning platforms more adaptable and responsive to each individual learner.


2012 ◽  
Vol 10 (3) ◽  
pp. 35-52 ◽  
Author(s):  
K. Sathiyamurthy ◽  
T. V. Geetha

The effectiveness of an e-learning system for distance education to a large extent depends on the relevancy and presentation of learning content to the learner. The ability to gather documents on a particular topic from the web and adapt the contents of the document to suit the learner is an important task from the content creation perspective of e-learning. For the developer of e-learning material the provision to automatically extract, organize, and present content material would improve its effectiveness. This paper proposes to extract information from documents using language processing techniques and organizing the content into appropriate presentation slides for learning purposes using domain ontology and learning oriented pedagogy ontology.


Author(s):  
F. R. Nordengren ◽  
Ann M. York

This chapter is a practical overview of both the theoretical, evidence-based research in pedagogy and the anecdotal, experience-based practices of faculty who work daily in online and blended learning communities. This approach combines best practices with theoretical aspects of delivering and facilitating education with diverse adult learners. Issues and trends in E-learning are presented with specific examples for implementation and suggestions for future research. Using an evidence-based approach, the authors will explore and summarize recent research with a concurrent analysis of the anecdotal popular literature. The authors explore the concept of information literacy and other skills necessary to succeed in the Web 2.0 world. Their discussion takes us away from the traditional “sage on stage” versus “guide on side” dichotomy towards both a new understanding of Web 2.0’s role in education as well as a preface to what may become Web 3.0 and beyond.


2021 ◽  
Vol 6 ◽  
Author(s):  
Frankie Y. W. Leung ◽  
Martin Lau ◽  
Kelvin Wan ◽  
Lisa Law ◽  
Theresa Kwong ◽  
...  

With the rapid growth of internationalization in tertiary institutions worldwide, the development of students’ global perspectives has attracted the attention of many universities. However, this development is a challenging one due to the complicated nature of global issues and their incompatibility with traditional subject-specific boundaries of classroom teaching. Through two eTournaments organized on a proprietary gamified e-learning platform named “PaGamO,” this study examined participating students’ learning experience and their change of global perspectives due to their participation in the eTournaments. Data were collected before and after the two eTournaments, and 217 survey responses were considered to be valid and were further analyzed. The findings showed that participating students achieved the satisfaction level of enjoyment (M = 3.62) and their awareness of the United Nations Sustainable Development Goals (SDGs) (M = 3.96) had been improved. In addition, the findings also revealed that 1) students enjoyed and perceived a better understanding of the SDGs in terms of perceptual dimensions like value-oriented and partnership-oriented, rather than the global issues about substantial threats or environmental issues; 2) the “intrapersonal effect” of students had been significantly reduced after the eTournaments; 3) positive significant correlations were found between the level of enjoyment and frequency of question-attempt in relation to the change of cognitive knowledge and interpersonal social interaction. The findings of this study offered some possible insights into students’ gameplay experience concerning dimensions of global perspectives and also support the findings of prior research on how gamified e-learning platforms could contribute to the development of students’ global perspectives.


2021 ◽  
Author(s):  
Abdallah Moubayed ◽  
Mohammadnoor Injadat ◽  
Abdallah Shami ◽  
Hanan Lutfiyya

E-learning platforms and processes face several challenges, among which is the idea of personalizing the e-learning experience and to keep students motivated and engaged. This work is part of a larger study that aims to tackle these two challenges using a variety of machine learning techniques. To that end, this paper proposes the use of k-means algorithm to cluster students based on 12 engagement metrics divided into two categories: interaction-related and effort-related. Quantitative analysis is performed to identify the students that are not engaged who may need help. Three different clustering models are considered: two-level, three-level, and five-level. The considered dataset is the students’ event log of a second-year undergraduate Science course from a North American university that was given in a blended format. The event log is transformed using MATLAB to generate a new dataset representing the considered metrics. Experimental results’ analysis shows that among the considered interaction-related and effort-related metrics, the number of logins and the average duration to submit assignments are the most representative of the students’ engagement level. Furthermore, using the silhouette coefficient as a performance metric, it is shown that the two-level model offers the best performance in terms of cluster separation. However, the three-level model has a similar performance while better identifying students with low engagement levels.


2020 ◽  
pp. 63-70 ◽  
Author(s):  
Atul Patel ◽  
Yogesh Parekh

With a boom in increased usage of internet, online learning has also witnessed a tremendous growth in this era. Although the teaching pedagogy will vary from platform to platform, the students and society at large have benefitted from vast content in various formats, and they have experienced best learning through e-learning. Various forms of electronic media support this e-teaching and learning process. In this process, educational content is delivered over the web in the form of text, video, audio format and fulfills the need of an instructor or trainer. This paper analyses the teaching pedagogy, content and various other aspects of e-learning platforms like SWAYAM, eDX and CourseEra.


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