The Design of Digital Learning Activities for Libraries Through Participatory Design

2018 ◽  
pp. 203-216 ◽  
Author(s):  
Jason Yip ◽  
Kung Jin Lee
Author(s):  
Gwo-Jen Hwang

Educators have pointed out the necessity of situating students in real-world learning scenarios. They have also indicated the importance of providing a technology-enhanced learning environment that enables students to access digital learning resources in anywhere and at any time. The popularity of mobile and wireless communication technologies has provided a good opportunity to accomplish these objectives. In the past decade, many studies that employ those technologies in various practical educational settings, such as the learning activities of computer, mathematics, engineering, social science and natural science courses, have been reported. In addition, various strategies and tools have been proposed to help students more effectively learn with mobile devices. In this article, the strategies, applications and trends of mobile technology-enhanced learning are reported based on the literature. It is expected that the article would benefit those who are interested in applying mobile technologies to learning activities or training programs.


Author(s):  
Matthias Teine

Our economies and societies are changing, with significant effects on each individual, as they have to cope with increasingly complex and unpredictable working lives. Therefore, innovative digital learning applications that respond to their end user's needs and desires become inevitable. Whilst relying on user-centered design structures, the participatory design methodology provides a promising approach towards the creation of such a new generation of digital learning applications. After thoroughly outlining the research undertaking's rationale and following to a theoretical discussion, the author gives insights into the results of problem-centered interviews with digital learning and user experience experts that build the basis for the creation for a prototypical participatory design process. These findings primarily confirm the recent literature and provide, complemented by the created process, a sound basis for further theory-oriented, scientific discussions but application in practice as well.


Author(s):  
Jody S. Underwood

Recommender systems in e-learning contexts typically try to “intelligently” recommend actions to a learner based on the actions of previous learners. One of the limitations of such systems is that a lot of data is needed in order to recommend meaningful activities. This chapter describes one approach for addressing this limitation in a framework that uses a structured map of mathematics concepts and processes to power a recommender system that will recommend to students digital learning activities for which they are ready. This recommender system is called Metis, for the Greek goddess of good advice, and is currently in the design phase. Metis takes seriously the idea that to build on the knowledge, skills, and abilities (KSAs) that a student has, it is essential to identify those KSAs. Trying to build on KSAs that a student does not have is misguided. Metis recommends activities linked to KSAs that students are ready to learn, and more standard recommender algorithms further refine the list of recommended activities. Taking this approach has the potential to make activities more engaging, which can lead learners to greater interest in the content area.


Author(s):  
Nidhish Francis ◽  
Abishek B. Santhakumar

Digital learning has gained a lot of attention over the recent years and is increasingly being utilised as a substitute for both distance education and face-to face learning activities. This chapter initially defines and briefly discusses the advantages and disadvantages of digital learning. With the advancement in technology, there are various digital tools that are now available to enhance the effectiveness of digital learning experience, and some of the major innovative digital tools are detailed in the chapter.


2021 ◽  
Vol 12 (1) ◽  
pp. 220
Author(s):  
María-Estrella Sousa-Vieira ◽  
David Ferrero-Castro ◽  
José-Carlos López-Ardao

Badges are non fungible tokens used to document or certify achievements in academics or in any other domain. Besides their utility as proof of achievement, badges are of interest in higher education as pure incentives to push the students and learners in general toward pursuing well-defined goals and skills. In this respect, badges can be naturally incorporated into digital learning platforms also as part of informal learning activities, and stimulate participation, merit, and visibility for the students. However, the level of engagement of learners into these learning activities depends crucially on how the system of badges and rewards has been designed and on how it is applied, if it is to be used effectively. In this paper, we report on the design and implementation of a smart badges system, and an example of its use inside a gamification methodology for informal learning in a master level course, and discuss the benefits and the observed gains in learning performance that can be obtained.


2021 ◽  
Vol 1 (2) ◽  
pp. 87-93
Author(s):  
Fauzi Yusa Rahman ◽  
Erfan Karyadiputra ◽  
Agus Setiawan ◽  
Indu Indah Purnomo

Learning media is an important part of learning activities. Books are part of learning media that can be displayed following the progress of the times and advances in technology. Teachers play a very important role in learning at school, usually teachers provide material to students using textbooks, whiteboard media or using slides on Microsoft Power Point. In the implementation of this community service activity, training for SDIT Sullamul 'Ulum teachers on how to make digital books using flipbooks, such as using existing tools, making the content in digital books presented interesting so that students are easy to understand and can be applied to Learning Activities. Based on the results of the practice carried out by the participants, it was concluded that the average expertise of 90% of participants could follow and practice in making digital learning media using flipbooks.


2021 ◽  
Vol 21 (1) ◽  
pp. 23-32
Author(s):  
Ferdi Arifin ◽  
Elita Ulfiana ◽  
Wihadi Admojo

Global pandemic forces teachers and students for studying from home. Many platforms can be used for substituting offline learning to online learning. Optimalization digital learning platform is one of ways to adjust learning activities in the pandemic. This article aims to elaborate optimalization digital platform for online learning among teachers in Abi Ummi school. The research uses qualitative and netnography approach for understanding how to optimize online learning in the pandemic. The result shows that social media can be one of digital platform for online learning. The most digital platfom used by Abi Ummi teachers are Google Classrom as learning management system, Youtube and Instagram as material contents shared, and Whatsapp and Telegram as media messengers for discussing the material.


2021 ◽  
Vol 23 (8) ◽  
pp. 111-146
Author(s):  
E. I. Kazakova ◽  
I. E. Kondrakova ◽  
Yu. L. Proekt

The aim of the current research was to identify the students’ subjective experience of the transforming learning environment according to the perceived opportunities provided by the digital learning environment of the university.Methodology and research methods. The research methodological framework is based on leading theories related to the students’ behaviour in digital learning environments (DLE). The synthesis of the theories considered made it possible to propose a theoretical model of the students’ subjective experiences in relation to DLE of the university, which was operationalised by constructing a questionnaire that reveals the students’ perception of the main components of the DLE. The following methods were employed: a questionnaire on alienation from study, a method for the assessment of students’ subjective experiences, and the Academic Motivation Scale (AMS). Previous distance learning experience was identified by the use of self-rating scales. The survey results were analysed qualitatively and quantitatively using the Cronbach Alpha coefficient, the Spearman’s rank correlation coefficient, and the Pearson’s chi-squared test. The authors also used factorial ANOVA, correspondence analysis and multiple linear regression analysis. Statistical calculations were performed using Statistica ver. 7.0 (Statsoft). 4558 students from 30 Russian universities (located in 23 subjects of Russia) took part in the research.Results. The present research demonstrated a change in the usual forms of learning activities carried out by students in the distance learning process. Distance learning is presented to students as a basis for meeting the need for subjectivity of their personality, the ability to initiate their own learning activities. Students feel that there are sufficient conditions and resources for mastering digital learning tools, and they easily adapt to the digital environment of their universities. However, in this process, the student acts as an atomised subject, weakly interacting with other people and not feeling a sense of interpersonal closeness and connectedness with others.The research findings revealed that the perceived characteristics of the DLE of the university have a direct impact on the inner states of students in the learning process. The formation of a stable social environment within the framework of the DLE, which ensures harmonious interaction and communication between the subjects of the educational process, contributes to achieving an optimal balance of students’ subjective experiences, reduces the risk of negative inner states that lead to learning demotivation, the experience of alienation from study, the growing sense of meaninglessness and emptiness in the learning process.Scientific novelty. The developed model of the influence of DLE on the subjective experiences of students in the emergence distance learning made it possible to identify significant DLE components, which determine the motivational and emotional states of students, and to establish student ratio to achieve the optimal balance of subjective experiences.Practical significance. The empirically based findings presented in this study can be used to design the DLE of the university, to determine the directions of work on the formation of psychological readiness of students for distance learning.


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