Technologies, Innovation, and Change in Personal and Virtual Learning Environments
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9781466624672, 9781466624689

Author(s):  
Helene Fournier ◽  
Rita Kop

After speculation in literature about the nature of Personal Learning Environments, research in the design and development of PLEs is now in progress. This paper reports on the first phase of the authors’ research on PLE, the identification process of what potential users would consider important components, applications, and tools in a PLE. The methodology included surveying “super-users” on their use of existing tools, applications and systems and their preferences in learning, in order to enhance the development of a PLE and reach a specification that potential learners will find useful and empowering in their learning. The research resulted in suggestions on factors affecting technology use and uptake, human factors and attitudes, and interface design that need to be factored in the design and development of a PLE.


Author(s):  
Jyldyz Tabyldy Kyzy

Decisions on both personal and public matters benefit significantly if uncertainties and risks are handled with more care and accuracy. It is crucial to refine and express degrees of confidence and subjective probabilities of various outcomes. Experience, intuition, and skills help make the most of uncertain information. This paper proposes a concept and design of a computer game which aims to train and enhance some of these skills. It is an online game, which allows players to indicate their subjective uncertainty on a numerical scale and to receive explicit feedback. The accuracy of the player is conditioned and motivated by the incentives based on proper scoring rules. The game aims to train accuracy and better calibration in estimating probabilities and expressing degrees of confidence. The “World of Uncertainty” (n.d.) project researched the learning effect of the game and its impact on players’ attitudes towards uncertainty. The concept of this game can be adopted as part of an advanced and complex game in the future.


Author(s):  
Sebastian H. D. Fiedler ◽  
Terje Väljataga

This paper reviews and critiques how the notion of PLEs has been conceptualised and discussed in literature so far. It interprets the variability of its interpretations and conceptualisations as the expression of a fundamental contradiction between patterns of activity and digital instrumentation in formal education on one hand, and individual experimentation and experience within the digital realm on the other. It is suggested to place this contradiction in the larger socio-historic context of an ongoing media transformation. Thus, the paper argues against the prevalent tendency to base the conceptualisation of PLEs almost exclusively on Web 2.0 technologies that are currently available or emerging, while underlying patterns of control and responsibility often remain untouched. Instead, it proposes to scrutinise these patterns and to focus educational efforts on supporting adult learners to model their learning activities and potential (personal learning) environments while exploring the digital realm.


Author(s):  
Jerremie Clyde ◽  
Glenn Wilkinson

This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post secondary history course. The manner in which history is taught is contrasted with its evaluation to better define what students are actually expected to learn. The simulation is then examined in light of learning goals and evaluation. This demonstrates that simulations are a poor fit for most post secondary history courses. The more appropriate and effective choice is to construct the past via procedural rhetoric as a way to use digital video games to make the historical argument.


Author(s):  
Jukka Orava ◽  
Pete Worrall

This paper examines the professional implications for teachers and managers in new and evolving forms of professional development using Web 2.0 tools in a European context. Research findings are presented from the “Creative Use of Media” learning event developed through a European eTwinning Learning Lab initiative in spring of 2009. The Creative use of the Media online learning event supported a series of initiatives celebrating the European Year of Creativity and Innovation and involved 135 participants from 27 countries. The key objective was to introduce a range of learning themes constructed around a phenomenon-based inquiry model, which supported interdisciplinary approaches and collaborative online learning methodologies to stimulate new teaching and learning rationales. Digital Web 2.0 technology was used as an independent creative medium and as a powerful facilitating tool to enhance and blend with the more traditional forms of visual, audiovisual and multimedia inquiry. In developing models encapsulating risk taking and experimentation this online learning project supported a general principle that future education models and professional development would be based on social learning and “customer-driven collaborative knowledge building” in relation to open source materials.


Author(s):  
Paul Hollins ◽  
Nicola Whitton

This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses on ten key points in which the authors feel from experience in both commercial game development and education that parallels are drawn between the entertainment and educational games development processes.


Author(s):  
Kikuo Asai ◽  
Norio Takase

This article presents the characteristics of using a tangible tabletop environment produced by augmented reality (AR), aimed at improving the environment in which learners observe three-dimensional molecular structures. The authors perform two evaluation experiments. A performance test for a user interface demonstrates that learners with a tangible AR environment were able to complete the task of identifying molecular structures more quickly and accurately than those with a typical desktop-PC environment using a Web browser. A usability test by participants who learned molecular structures and answered relevant questions demonstrates that the environments had no effect on their learning of molecular structures. However, a preference test reveals that learners preferred a more tangible AR environment to a Web-browser environment in terms of overall enjoyment, reality of manipulation, and sense of presence, and vice versa in terms of ease of viewing, experience, and durability.


Author(s):  
Billy Brick

This article examines a study of seven learners who logged their experiences on the language leaning social networking site Livemocha over a period of three months. The features of the site are described and the likelihood of their future success is considered. The learners were introduced to the Social Networking Site (SNS) and asked to learn a language on the site. They were positive about two aspects of the site: the immediate peer-feedback available and the ability to converse synchronously and asynchronously with native speakers of their target language. However, there was universal criticism of the “word-list” based language learning materials and several participants complained about the regular cyber-flirting they encountered. Other aspects of the site including accessibility, ease of use, syllabus, activities, and relationships with other members are also considered. The potential for integrating some of the features of SNSs for language learning into the Higher Education (HE) curriculum and the implications of this for educators are also discussed.


Author(s):  
Maria A. Perifanou

Mobile devices can motivate learners through moving language learning from predominantly classroom–based contexts into contexts that are free from time and space. The increasing development of new applications can offer valuable support to the language learning process and can provide a basis for a new self regulated and personal approach to learning. A key challenge for language teachers is to actively explore the potential of mobile technologies in their own learning so that they can support students in using them. The aim of this paper is first to describe the basic theoretical framework of Mobile Learning and Personal Learning Environments. Secondly, it intends to assist language teachers and learners in building their own Mobile Personal Learning Environment providing a useful classification of iPhone applications with a description and examples. The paper concludes with the proposal of ideas for practical, personal language learning scenarios, piloted in an Italian language learning context.


Author(s):  
Beat Döbeli Honegger ◽  
Christian Neff

This paper describes the goals and first results of an ongoing two year case study in a European primary school (5th primary class) where the teacher and all students were equipped with a personal smartphone. Students are allowed to use phone and internet services at no charge and to take home their smartphones after school. In this project the students have access to an internet connected computing device which can be used for reading, writing, calculating, drawing, taking photos, listening or recording audio, and communicating. Does this setting help to achieve the goals of the official school curriculum? How do personal smartphones in primary school influence teaching and learning, especially weekly planning (“Wochenplanunterricht”) and learning outside school? The paper describes the planning and introduction phase of the project as well as first best practice examples of using personal smartphones in and out of school after five months of use. The authors provide qualitative data from questionnaires with students and parents and quantitative data of phone and internet use. To date the results help to formulate specific research questions for further research and they encourage enlarging the case study to several classes in the near future.


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