scholarly journals Planning and Allocation of Digital Learning Objects with Augmented Reality to Higher Education Students According to the VARK Model

Author(s):  
Mireles Medina ◽  
Carrillo García ◽  
Montes Olguín
10.28945/4190 ◽  
2019 ◽  
Vol 18 ◽  
pp. 001-028 ◽  
Author(s):  
Claire McGuinness ◽  
Crystal Fulton

Aim/Purpose: This paper reports on a case study project which had three goals; to develop a suite of original interactive digital skills e-tutorials to be embedded in undergraduate and postgraduate courses; to evaluate the students’ experience and engagement with the e-tutorials over one semester; and to explore their general attitudes towards online and blended learning. Background: Online and blended learning modes continue to grow in popularity in higher education, with the aim of streamlining and enhancing student learning, supporting collaboration and creativity, and equipping students with the skills they will require to work and live in an increasingly digitized world. This practice-based case study highlights factors which positively and negatively affect user engagement with digital learning objects and explores students’ perceptions of the role of online learning within their academic programs. Methodology: A suite of nine interactive e-tutorials, addressing essential digital literacy skills for university students, was developed through instructor and student peer collaboration using Articulate software, informed by best practice. The e-tutorials were embedded in the institutional Learning Management System for three undergraduate and postgraduate courses, in which digital literacy formed the core learning content, to complement classroom-based learning. Students in these courses were surveyed via SurveyMonkey about their specific experience of using the e-tutorials, as well as their general perceptions of digital literacy and online learning. Eighty-six students in total completed the questionnaire, which consisted of twenty-three closed- and open-ended questions. Contribution: Through highlighting both the positive and the challenging aspects of the students’ reported experience of online learning, this case study contributes useful insights to the body of literature on user engagement with digital learning objects in higher education, as well as students’ perceptions and experience of blended learning. Findings: The e-tutorials were perceived as valuable in reinforcing classroom learning, allowing respondents to revise concepts and materials covered in face-to-face classes, at their own pace and in their own time. Survey responses showed that the accessibility, ease-of-use, design and duration of the e-tutorials were deemed effective in terms of user engagement; however, several technological challenges were identified, such as browser incompatibility, uneven sound quality and general Internet connection issues, which disrupted their learning. Overall, students expressed enjoyment of the learning facilitated by the e-tutorials; however, rather than favoring online learning alone, they expressed a preference for a blended learning environment, with a combination of complementary learning approaches; survey respondents did not generally wish to forego face-to-face classes entirely. Recommendations for Practitioners: Instructors should seek to strategically embed interactive digital learning objects in their courses at defined points of need in a logical structure, e.g., to reinforce classroom-based learning, or to support specific skill development. Potential disruption to learning should be minimized by following best practice guidelines to ensure ease of access, a seamless user experience, and timely feedback, as well as providing adequate support for rapid resolution of technical glitches. Recommendation for Researchers: E-tutorials offer a useful means of exploring ways in which students acquire learning in the digital environment. A wider, collaborative exploration is needed to provide comparative studies which move beyond case studies. Impact on Society: Online learning mechanisms, such as e-tutorials, offer students different means of acquiring essential literacy skills and different ways to interact with content. E-tutorials constitute reusable learning objects, which can be accessed as just-in-time delivery modes, when students perceive they need to review particular skills or reinforce learning material. Future Research: This research is now expanding into different types of reusable learning objects. E-tutorials may be developed in multiple ways, and comparative research around e-tutorial models will deepen our understanding of how students interact with content in formal learning contexts. As the digital educational landscape continues to expand alongside traditional face-to-face and analogue learning modes, a key research focus will be student and instructor perceptions and experience of blended learning in different contexts.


Author(s):  
Emma O Brien

The educational system is undergoing radical pressure to change. The increased need for individuals to learn and adapt has resulted in a huge demand for higher education. However, higher educational institutes are failing to keep pace with learner and societal needs. Firstly, the skills profile required for individuals to succeed is changing; there is a change in emphasis from discipline-specific to transversal skills due to the dynamic labor market. Secondly, the learner profile has changed with individuals from diverse backgrounds, cultures, abilities, and contexts, and catering for such a diverse range of students is challenging. Technology is a key enabler in providing HEIs with the means to address such issues. This chapter explores a conceptual model which integrates pedagogical approaches such as multiple intelligence theory, learning styles, competency-based education with digital technologies to offer a solution to some of the concerns facing higher education in the 21st century.


Author(s):  
Barbara Ross

Author Barbara Ross, co-founder and Chief Operating Office of WebCT, Inc., posits that in the future the “course” will become a decreasingly important construct in the “course management system.” Building on a personal reflection on teaching and learning in higher education, she predicts an evolving focus on effective pedagogy will drive academic enterprise systems to support learning outcomes and assessment, a proliferation of digital learning objects, commercial and open source tool integration and an increasing focus on the student. In conclusion, she reminds skeptics of the changes in the last five years and looks forward to a bright, dynamic future.


2020 ◽  
Vol 12 (1) ◽  
pp. 41-49
Author(s):  
Lina Ahlgren ◽  
Britt-Marie Holm ◽  
Anja Hoppe ◽  
Åsa Forsberg ◽  
Annika Nilsson ◽  
...  

The importance of networking is often emphasized in higher education teaching and learning. In this article we discuss significant networks and their impact on pedagogical development. We also share our experience of working in different kinds of networks. We focus on a Nordic project with the aim to develop digital learning objects in co-creation between librarians, students and teachers.


2015 ◽  
Vol 67 ◽  
pp. 332-339 ◽  
Author(s):  
MMath. Teresa Coimbra ◽  
Teresa Cardoso ◽  
Artur Mateus

2021 ◽  
Vol LXIV (5) ◽  
pp. 503-519
Author(s):  
Evgenia Goranova ◽  
◽  
Valentina Voinohovska ◽  

The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.


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