Authentic and Situated Learning with the Use of an Adaptive Search Engine and a QR-Code in Mobile Mode

Author(s):  
Orlando De Pietro

The paper presents a technique of interrogation, in mobile technology, of a knowledge base contained in an e-Learning platform. The query is done through the integrated use of an adaptive search engine (ASE) and QR codes. The QR-Code are used to label objects in real environments of cultural matter (eg: museums, art galleries, archaeological sites, etc.). These objects can then be analyzed in more detail during a real learning activity (situated learning and authentic learning). The knowledge base of the virtual learning environment (VLE), is interrogated through a mobile device (smartphone or tablet) which, through an appropriate decoder software, interprets the instructions contained in a QR label previously positioned on the object actually observed by the learner (eg, during a visit to a museum). ASE combines to the data contained in the QR-Code those relating to the user who performs the query (previously recognized via the log-in on the e-Learning platform), therefore, extracts information about the observed object, adapting to the profile of the user-learner. With the help of these tools the learner can expand his real learning experience, while interacting with a virtual learning environment. In this way, situated and authentic learning activities can be upgraded and virtualized, maturing a significative educational experience with the use of intuitive and user friendly digital tools.

Author(s):  
Orlando De Pietro ◽  
Giovanni Frontera

The paper reports of an automatic application solution that allows the realization of significant learning within e-learning 2.0 environments. In particular, it is presented an intelligent agent which supports tutoring activities within an e-Learning platform. The agent interacts with the users in natural language; it integrates an adaptive search engine to do automated researches based on external sources of the knowledge base of the platform, and a monitoring system to report of any technical failure.


2020 ◽  
Author(s):  
Caspar Groeneveld ◽  
Elia Kibga ◽  
Tom Kaye

In April 2020, the MoEVT and the World Bank approached the EdTech Hub to explore the feasibility of implementing a Virtual Learning Environment (VLE). The parties agreed on three deliverables to support this work. 1. A practical and actionable report analysing key factors to be considered in deploying an e-learning platform in Zanzibar. 2. A report documenting the process of sourcing appropriate digital content, aligning this content with the curriculum and populating the e-learning system accordingly. 3. An implementation plan to guide the deployment of an e-learning system in Zanzibar. This presentation deck is the third deliverable.


2021 ◽  
Vol 58 (1) ◽  
pp. 5607-5612
Author(s):  
Abu Hassan Darusman, Yuhanis Omar

For many years, e-learning is one of the topics of interest among academia. The increase of wireless devices and smartphone usage as the current technology and platform to access internet services plays an important role in e-learning to be used in teaching and learning activities. Virtual Learning Environment (VLE) is a web-based system designed to facilitate e-learning with various elements in it. However, one of the biggest challenges in implementing e-learning with an efficient and effective learning resources component is the lack of motivation and student engagement in using it continuously. Therefore, the objective of this study is to obtain the students' perceptions as well as suggestions about learning resources in VLE that can be used to raise their level of motivation and engagement in the e-learning environment. This paper aims to discuss the findings of preliminary investigation related to the elements or characteristics of learning resources that can fulfill the need of the students in their studies at university. This study used a qualitative approach by interviewing a group of 60 students to; (1) obtain students’ perceptions on the existing learning resources, (2) identify the issues or challenges in using the existing learning resources, and (3) record the suggestions that can be considered to improve the learning resources in VLE to make them motivated and engaged to the e-learning platform continuously.  The results in a form of suggestions can be used as a guideline for academia to improve their learning resources.


Author(s):  
Kashif Laeeq ◽  
Zulfiqar Ali Memon

A Virtual Learning Environment (VLE) is an accumulation of incorporated soft-ware components, empowering the administration of web-based learning (online learning, e-learning). The quality of VLE is indispensable for the accomplishment of e-learning goals and responsible to engage students during web based learning. The attributes of existing VLES does not completely meet with the requirements of today’s e-learning. Consequently, decreases students’ interest, participation and engagement with web-based e-learning. In contrast, the learners’ engagement and participation are higher in social networking sites (SNS). For this reason, many researchers believe that the inclusion of features, similar to SNSs, in VLE may in-crease its effectivity. The goal of this research article is to investigate existing e-learning platform and make a room for SNSs and online tools for e-learning. The paper proposes an integrated model to enhance existing e-learning environment by incorporating the strength of SNSs and other potential tools with VLEs. This re-search article will provide a good direction and new thoughts for the researchers of technology supported learning-domain.


1970 ◽  
Vol 6 (2) ◽  
Author(s):  
Hugo Rego ◽  
Tiago Moreira ◽  
Francisco José García-Peñalvo

The main aim of the AHKME e-learning platform is to provide a system with adaptive and knowledge management abilities for students and teachers. This system is based on the IMS specifications representing information through metadata, granting semantics to all contents in the platform, giving them meaning. In this platform, metadata is used to satisfy requirements like reusability, interoperability and multipurpose. The system provides authoring tools to define learning methods with adaptive characteristics, and tools to create courses allowing users with different roles, promoting several types of collaborative and group learning. It is also endowed with tools to retrieve, import and evaluate learning objects based on metadata, where students can use quality educational contents fitting their characteristics, and teachers have the possibility of using quality educational contents to structure their courses. The learning objects management and evaluation play an important role in order to get the best results in the teaching/learning process.


Author(s):  
Wang Gunawan ◽  
Engelina Prisca Kalensun ◽  
Ahmad Nurul Fajar ◽  
Sfenrianto

2018 ◽  
Vol 1 (1) ◽  
pp. 10-12
Author(s):  
Kamarudin Hussin

The advancement of technology in higher education is always perceived as a valuable innovation that create better impact to the society. The advent of the Internet for instance, has magnificently created important features in learning environment globally. Higher education community optimizes the Internet as an essential resource, communication platforms and dynamic tools in their core teaching-learning, research, consultation activities, entertainment and many others. Moreover, innovations such as mobile technology has successfully broadened access to the Internet and related online services and facilities. Higher education institutions as the hub for technology development and innovation have invested in virtual learning environment to support current needs of global population. Related to this fact, e- learning modules and contents are offered across universities, and interested learners in public communities are benefited by this opportunity. Educators and experts in higher education institutions are delivering their knowledge, discoveries and expertise via e-learning platforms and other supported technology. Equally important, e-learning has successfully expanded opportunities for lifelong and flexible learning, and offered a solution for practical issues and increasing student numbers. As a matter of fact, e-learning has been proposed as a promising way out for many complex issues such asfunding constraints, increasing demand and access to higher education while improving quality and high impact educational provisions in many countries. While addressing these issues, higher education administrators, educators, researchers and policy makers have developed responses in various frameworks. Initiatives such as Competency-Based Online Programs, development of open source materials, flipped classroom and Massive Open Online Courses (MOOCs) have contributed towards reducing cost of higher education as well as increasing access to higher education. MOOCs technology has proven its capability to reach massive audienceof about 30,000 students at a time. Across the globe, MOOCs offer free access to online course lectures, self- paced lessons, readings, problem sets, blogs, discussion boards, peer assessment and even online discussion group platforms for global students (Leon and Price, 2016). In 2017, MOOCs offered more than 9,400 courses with more than 500 MOOC based credentials according to data gathered by Class Central. Excitingly, MOOC platforms have recorded more than 81 million learners to date (Class Central, 2017).  


2014 ◽  
Vol 21 (1) ◽  
pp. 14
Author(s):  
Dayse Yanne Caldas Siqueira de Sousa ◽  
Alexandre César Muniz de Oliveira

Há grande crescimento na demanda por cursos não presenciais recentemente no país. Os cursos a distância têm alcançando um público bastante diversificado e sujeito a particularidades. Para diminuir as barreiras entre os alunos especiais surdos que desejam adquirir conhecimento nesta modalidadede ensino, desenvolveu-se um objeto de aprendizagem que, por meio de um glossário de LIBRAS, vem permitir uma maior integração dos surdos em ambientes virtuais de aprendizagem. O glossário permiteo cadastro de vídeos, a inserção de imagens e informações, tais como localidade de origem, categoriae descrição de como o sinal é realizado. O glossário tem um papel periférico no ambiente, mas permite que alunos surdos possam definir e redefinir significados para sinais, inclusive aqueles relacionados à disciplina objeto do estudo a distância.Palavras-chave: Acessibilidade. LIBRAS. SCORM. EAD. AVA. Moodle.DYNAMIC LIBRAS GLOSSARY FOR E-LEARNING SUPPORTABSTRACT: There is a large growth in demand for e-learning courses in the country recently. Those courseshave reached a very diversified audience, subject to individualities. To decrease the barriers among deaf students who wish to get special knowledge in that modality of learning, it was developed a learning object, that through a glossary of LIBRAS, may permit more accessibility of the deaf students in virtual learning environment. The glossary allows videos registration, inclusion of pictures and information, such as origin location, category and description of how the signal is done. The glossary has a peripheral role in the environment, however it permits that deaf students can define and redefine meanings to the signs, including those related to the chosen e-learning subject.KEYWORDS: Accessibility. LIBRAS. SCORM. D-Learning. VLE. Moodle.GLOSARIO DINÁMICO DE LIBRAS EN APOYO A LA EDUCACIÓN A DISTANCIARESUMEN: Hay un gran aumento de la demanda de cursos a distancia recientemente en el país, llegandoa una audiencia muy diversificada y sujeto a individualidades. Para reducir las barreras entre los estudiantes sordos que desean adquirir conocimientos en forma de educación a distancia se desarrolló un objeto de aprendizaje, que por medio de un glosario LIBRAS, permite una mayor integración entre los sordos en entornos virtuales de aprendizaje. El glosario permite la inclusión de videos, imágenes, informacionescomo el sitio de origen, clasificación y descripción de cómo son hechas las señales.PALABRAS CLAVE: LIBRAS. SCORM. EAD. EVA. Moodle.


Author(s):  
K. Giotopoulos ◽  
C. Alexakos ◽  
G. Beligiannis ◽  
A. Stefani

This paper presents a newly developed student model agent, which is the basic part of an e-learning environment that incorporates Intelligent Agents and Computational Intelligence Techniques. The e-learning environment consists of three parts, the E-learning platform Front-End, the Student Questioner Reasoning and the Student Model Agent. The basic aim of this contribution is to describe in detail the agent’s architecture and the innovative features it provides to the e-learning environment through its utilization as an autonomous component. Several basic processes and techniques are facilitated through the agent in order to provide intelligence to the e-learning environment.


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