content design
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2022 ◽  
pp. 289-320
Author(s):  
Nabila Hamdaoui ◽  
Mohammed Khalidi Idrissi ◽  
Samir Bennani

Video games are widely and increasingly adopted in the educational field thanks to their inherent engaging, immersive, and adaptive capacities. Yet, one of the greatest problematic in educational games design remains how to create ludic and adaptive experiences without going astray from the targeted learning objectives. In creating adaptive educational games, modeling the learner/player is a prerequisite. This chapter highlights the importance of educational standards in learning content design and proposes an adaptive mechanism “AMEG” based on IMS learning design and artificial intelligence that model learners using game metrics and adapt the gameplay as well as the learning content. As a practical experimentation of the mechanism, MathQuests, an educational game that helps in teaching mathematical operations for first year middle school students was created.


2022 ◽  
pp. 114-130
Author(s):  
Saad Bushaala ◽  
Alaa O. Alaa Alafify

Infographics are like a map of visual information, and they are free great technological tools to teach visual or text content in an easy, enjoyable, engaging way. This chapter highlights the importance of using infographics with university adult learners in face-to-face and online courses. Infographics allow for higher thinking skills such as evaluation and analysis as the designer makes judgments about the content, design, and quality. They also allow for making syntheses as the designer plans and then builds their infographic. The use of higher thinking skills makes learning the materials more effective and more accessible. The chapter focuses on how to enhance learning and teaching by using visuals through infographics. The use of infographics makes teaching more culturally relevant and allows for creativity. The chapter discusses the benefits of infographics and talks about how teachers can use them in their classes. The chapter also provides some sample lessons with different ideas on using infographics and concludes with some recommendations.


Author(s):  
Oksana Matvienko ◽  
Mykhailo Tsyvin

The purpose of the article is to outline modern concepts of digital transformations in librarianship, didactic translation of which into the educational process is relevant to the educational-professional program ‘digital direction’ ‘Web project management, digital content design’ in ‘Information, library and archival affairs.’ Research Methodology. The method of content analysis of scientific publications was used to assess the ‘semantic field’ of modern concepts of activity and scientific research in the field of library and information business. The scientific novelty lies in the justification of filling the educational content of the educational-professional program ‘Web Project Management, Digital Content Design’ in the specialty ‘Information, Library and Archival Affairs’ in accordance with current concepts and areas of digitization of documentary information, library and archival activities in international and domestic practice. Conclusions. The relevance of the educational and professional program ‘Web Project Management, Digital Content Design’, proposed in 2021 within the specialty 029 ‘Information, Library and Archival Affairs’ is obvious in terms of the need for training to provide technological support for the digital transformation of library information and archival activities. Identification of the content of education relevant to the ‘Information Security of Automated Systems’ specialty within Educational and Professional Program ‘digital’ direction, possible by conditionally outlining the complexes of functional specialization in which the activities of the future specialist in the specialty ISAS: document and information resources – information technology – project management – social communications. Filling these components with the content of education should be based on current concepts and areas of digitization of documentary information, library and archival activities in international and domestic practice, relevant to the educational and professional program ‘Web Project Management, Digital Content Design’.


2021 ◽  
Vol 99 (1) ◽  
pp. 1-16
Author(s):  
Elina Khobotova ◽  
◽  
Mayna Ihnatenko ◽  
Inna Hraivoronska ◽  
Iuliia Kaliuzhna ◽  
...  

The research objective was to develop a new approach and methodology for the discipline of “Radioecology.” This ensures that the education is practice-orientated, with the possibility of distance and independent learning, skills improvement, and the development of interdisciplinary relationships. The research methods used a theoretical and methodological analysis of scientific and educational literature, logical and semantic modeling of the learning content, design, theoretical analysis and synthesis. The research achieved a new curriculum for "Radioecology," the creation and implementation of a theoretical course and the development of the practical part of the discipline. This was differentiated by difficulty levels and aimed at solving specific situational problems. The work proposed the creative component of the practical part in the form of individual tasks requiring the learner to resolve a specific production problem situation. It also created a laboratory workshop with the development of modern scientific methods a textbook on radioecology and an electronic version of the methodological support of the discipline, facilitating independent training and making distance learning possible.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Na Tian ◽  
Sang-Bing Tsai

This paper provides an in-depth analysis and study of the interactive flipped classroom model for a digital micro-video for a big data English course. To improve the learning efficiency of English courses and reduce the learning pressure of students, the thesis also uses certain techniques to apply audiovisual language to the production of specific micro-class videos, broadcast the successfully recorded micro-class courses to students, and then use the questionnaire to randomly distribute the designed audiovisual language use questionnaire. Micro-classes earnestly perform data statistics for students and finally conduct data analysis to summarize and verify the effects of micro-class audiovisual language use. The improved algorithm can effectively reduce the fluctuation of the consumption of various resources in the cluster and make the services in the cluster more stable. The new distributed interprocess communication based on protocol and serialization technology is more efficient than traditional communication based on protocol standards, reduces bandwidth consumption in the cluster, and improves the throughput of each node in the cluster. The content design and scripting of micro-video teaching resources are based on this. Then, the production process of micro-video teaching resources is explained, according to the selection of tools, the preparation, recording, editing, and generation of materials.


2021 ◽  
pp. 143-161
Author(s):  
Jeromy Hopgood
Keyword(s):  

2021 ◽  
Author(s):  
Sander Muenster ◽  
Jonas Bruschke ◽  
Ferdinand Maiwald ◽  
Constantin Kleiner
Keyword(s):  

2021 ◽  
Vol 4 (3) ◽  
pp. 479
Author(s):  
Ni Luh Ade Junia Candra Dewi ◽  
I Gede Astawan ◽  
I Made Suarjana

The lack of availability of learning media that can meet the needs of learning materials can affect the learning process. This study aims to design a prototype and produce an interactive learning media product based on Sparkol Videoscribe on the theme of caring for living things in fourth-grade elementary school, tested for validity. This type of development research uses the ADDIE model (analyze, design, development, implementation, and evaluation). However, the implementation and evaluation stages were not carried out due to the COVID-19 pandemic, and learning was done using an online system. The trial subjects of this development research were two subject content design experts, 2 learning design expert lecturers, 2 media expert lecturers, 1 fourth grade teacher, and 9 students. Meanwhile, the object of this research is the acceptability of the pop-up book media that has been developed. The method used in this research is a questionnaire method by giving assessment sheets to 2 subject content design experts, 2 learning design expert lecturers, 2 media expert lecturers, and 1 fourth grade teacher and 9 students. The data were analyzed using the mean formula to determine the average validity score of the developed media. Based on the results of the analysis of validity tests by experts and teachers, the sparkol video scribe-based learning media on the fifth-grade ecosystem of elementary schools was declared valid with an average score of 3.82 and was suitable for use in learning. Based on the analysis results, the sparkol video scribe-based learning media on the theme of caring for living things in grade IV SD is suitable for use in the learning process.


Author(s):  
Carmen del Pilar Gallardo-Montes ◽  
María Jesús Caurcel Cara ◽  
Antonio Rodríguez Fuentes

AbstractMobile apps represent a resource with great potential for encouraging the development of many skills, given the high number of apps available and the quick access to them. Many professionals and families include these resources in the education and therapy of children with autism. For a group with such particular needs, a review of the apps is great importance, since, due to their characteristics, the apps must provide content, design and pedagogical aspects that fit those needs. Through a previously validated system of indicators, 155 free apps on Google Play were evaluated, using “autism” in English and in Spanish. We determined which work area each app developed, as well as which were the most multifaceted. Having evaluated the recorded data, we calculated frequencies, percentages and reliability, as well as parametric contrast and correlation statistics. We found that the focus of most apps was on executive functions, language and entertainment, with a minority devoted to the emotional sphere or time management. However, 98.06% of the apps worked on several areas, which makes them more functional but with the downside of not being specialized. Most apps were placed in the “recommendable” level but with margin for improvement in increasing their functionality.


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