Article

Technology enhanced learning: The good, the bad, and the ugly

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  • Cognitive Consultants International (CCI-HQ)
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Abstract

Training (whether traditional, e-learning, or blended learning) is intimately connected with and dependent on the human cognitive system. Learning means that the cognitive system acquires information and stores it for further use. If these processes do not occur properly, then the learners will not initially acquire the information, and even if they do, then they will not be able to recall it later, or/and the information will not be utilised and behaviour will not be modified. Regardless whether the objective is learning new information (e.g., compliance regulations, product specifications, etc.), acquiring new skills (e.g., operating a new apparatus, customer service, time management, etc.), or knowledge sharing and transfer within or across organisations — the processes of acquiring, storing and applying the information are critical. The question is how to achieve these cornerstones of learning and whether technology can enhance them. The answer is clear: The learning must fit human cognition. There is a lot of scientific knowledge and research on human cognition and learning. The difficult and tricky challenge is how to translate this theoretical and academic research into practical ways to utilise technology so as to enhance learning. By bridging basic research about learning and the brain into ways of using learning technologies, one is able to create sophisticated learning programs. These take into account and build on the architecture of cognition, and as a consequence produce effective and efficient technology enhanced learning.

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... These three elements provide an opportunity to "experience" and "learn" with the help of VR technology, creating learning experiences in a VR environment. On the other hand, we can ensure the meaningful use of technology in the learning process by implementing a technology-enchanced learning process, which involves integrating technology with other learning methods (Dror, 2008;Kirkwood & Price, 2014;Dreimane, 2020). This approach creates a learning environment in which technology serves as a tool to support the learning process. ...
... A successful VR learning tool provides enough interactive elements to engage students without causing cognitive overload. When implementing the technology enhanced learning process in school, the teacher should remember that the teaching material should be based on the results achieved by the student and the construction of knowledge, not on the technological possibilities that a solution can provide (Dror, 2008). Resources such as audio explanations, images, and navigation tools should be intuitively located and easily accessible (Mayer, 2008). ...
... Navigation is necessary to enable the user to use the required VR environment at their own pace, promoting an active learning process and knowledge construction process (Van Joolingen, 1999;Winterbottom & Blake, 2008;Fowler, 2015). Good navigation promotes spatial sense and facilitates a sense of presence, which is important for experiential learning to occur (Dror, 2008;Chen & Teh, 2013). ...
Conference Paper
The new educational content framework Skola2030, which was implemented from 2020 to 2023 in Latvia, made it possible to improve the teaching of geography at the secondary level in order to deepen students’ understanding of the intricate relationships between natural environments and human activities. All traditional educational tools, such as textbooks, infographics, movies, maps, and simulations focusing on the movement of plate tectonics, are available to students. Still, they address only a small portion of the complex internal operations. Textbooks may provide simplified diagrams of volcanoes that do not accurately portray their many characteristics, and videos showing volcanic disasters could misinterpret the true nature of volcanic eruptions. There are also examples when simulations, as well as cartographic resources, just disregard many unique features of some types of volcanoes, overlooking the diverse attributes of different volcano types, concentrating merely on their geographical occurrences. This well-designed education model allows students to carefully explore a vast number of such features as part of a useful learning experience. This can help in fostering a deep awareness of internal processes and their real-world ramifications. The study question focuses on the educational and technological principles needed to create an interactive learning tool for comparing various types of volcanoes in a virtual reality setting. These concepts were identified through a systematic literature review. The established principles can be used as recommendations for developing interactive learning aids to compare different types of volcanoes or to assess similar educational resources.
... To deliver on the promises technology holds, countries need to invest more effectively and ensure that teachers are at the forefront of designing and implementing this change." As educators, a typical issue of technology integration is that they often rely on technology for teaching instead of leveraging technology as an educational tool (Dror, 2008). Beniger (1989) advised that educators should evaluate tasks that can be performed without using technologies, and to "remind ourselves of what may be lost when we do use them". ...
... Asia,50.1% Europe, 17.0% "Hybrid learning", "Blended learning", "technology-mediated instruction", "webenhanced instruction", and "mixed-mode instruction" are the terminologies associated with educational technology and they are often used interchangeably in research to convey online digital media that combined with traditional classroom methods (IGI Global, n.d.). Some typical technology enhanced learning (TEL) tools integrated into education are interactive videos, complex gaming, mobile learning platforms, electronic blackboards, immersive technologies, and electronic presentation tools (Dror, 2008). Stroup and Petrosino (2003) Usual modes of e-learning delivery that foster collaborative learning includes three categories: firstly, blended learning that combines instructor-led training (ILT) with webbased training (WBT); secondly, mobile learning that occurs on a portable device, and thirdly, informal learning that facilitated by social interaction (Victor & Hart, 2016). ...
... Study results showed that in comparison with traditional classrooms, most of them performed better in learning outcomes. Technology will be a ubiquitous part of education as urban-rural divide will be reduced if all principals, teachers and students are trained with sufficient skills to utilise them meaningfully and effectively (Dror, 2008;Rotherham & Willingham, 2009;Malaysia Education Blueprint 2013-2025. ...
Research
The systematic literature review studied learning with technology in various regions in Asia (Singapore, Hong Kong, Taiwan, Vietnam, Japan, Macao and Malaysia) to provide a big picture of the position of Malaysia with regard to technology integration in classroom instruction.
... Emotion-regulation can only be actively practiced when users actually face an arousing environment (Dror, 2008;Burgoon and Bonito, 2002). Emotionregulation using biofeedback has been extensively investigated. ...
... Furthermore, previous investigations argue that future research should examine which game features are most effective in promoting engagement and supporting skillacquisition (Boyle et al., 2016). Therefore, this thesis focuses on the design investigation of promoting engagement and supporting skill-acquisition of emotionregulation through an engaging and arousing environment (Dror, 2008;Burgoon and Bonito, 2002). Furthermore, this thesis introduces and evaluates a game development process to meet the mentioned design goals, where robot collaborators have been considered to further the mentioned aims. ...
... The individuals who are merely presented with the information are more passive in contrast to the ones who are interacting with it (Dror, 2008). Moreover, down-regulation of high levels of arousal may only be practiced in an arousing environment. ...
Thesis
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Emotions are thought to be one of the key factors that critically influence human decision-making. Emotion-regulation can help to mitigate emotion-related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to practicing emotion-regulation, where meaningful biofeedback information communicates player's affective states to a series of informed gameplay choices. These findings motivate the notion that in the decision context of serious games, one would benefit from awareness and regulation of such emerging emotions. This thesis explores the design and evaluation methods for creating serious games where emotion-regulation can be practiced using physiological biofeedback measures. Furthermore, it investigates emotions and the effect of emotion-regulation on decision performance in serious games. Using the psychophysiological methods in the design of such games, emotions and their underlying neural mechanism have been explored. The results showed the benefits of practicing emotion-regulation in serious games, where decision-making performance was increased for the individuals who down-regulated high levels of arousal while having an experience of positive valence. Moreover, it increased also for the individuals who received the necessary biofeedback information. The results also suggested that emotion-regulation strategies (i.e., cognitive reappraisal) are highly dependent on the serious game context. Therefore, the reappraisal strategy was shown to benefit the decision-making tasks investigated in this thesis. The results further suggested that using psychophysiological methods in emotionally arousing serious games, the interplay between sympathetic and parasympathetic pathways could be mapped through the underlying emotions which activate those two pathways. Following this conjecture, the results identified the optimal arousal level for increased performance of an individual on a decision-making task, by carefully balancing the activation of those two pathways. The investigations also validated these findings in the collaborative serious game context, where the robot collaborators were found to elicit diverse affect in their human partners, influencing performance on a decision-making task. Furthermore, the evidence suggested that arousal is equally or more important than valence for the decision-making performance, but once optimal arousal has been reached, a further increase in performance may be achieved by regulating valence. Furthermore, the results showed that serious games designed in this thesis elicited high physiological arousal and positive valence. This makes them suitable as research platforms for the investigation of how these emotions influence the activation of sympathetic and parasympathetic pathways and influence performance on a decision-making task. Taking these findings into consideration, the serious games designed in this thesis allowed for the training of cognitive reappraisal emotion-regulation strategy on the decision-making tasks. This thesis suggests that using evaluated design and development methods, it is possible to design and develop serious games that provide a helpful environment where individuals could practice emotion-regulation through raising awareness of emotions, and subsequently improve their decision-making performance.
... Once deemed extravagant, technology has increasingly become prevalent in early childhood and primary education. Various technologies such as learning platforms (Learning Management Systems, Massive Open Online Courses, etc.) interactive videos, complex games, innovative tools, and electronic presentation devices are now integrated into classroom learning [1][2]. One of the latest technologies to enter the realm of education is three-dimensional (3D) printing technology [3]. ...
... Teachers can attract students' interest, enhance their understanding of complex concepts, and foster critical thinking skills by combining various technologies, including 3D printers and design software. It is crucial for educators to embrace 21st-century teaching methods and create technology-rich classrooms that empower students to learn technology as a tool for their learning and future success [1,17]. In early childhood education, there can be challenges in capturing children's attention and effectively conveying educational materials. ...
Article
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With the rapid advancements in technology, various educational technologies have been employed to facilitate the teaching process in the education system. One of the popular technologies is 3D printing, which finds applications from early childhood education to higher levels of instruction. This study aims to determine the perspectives of pre-school teachers and prospective teachers regarding the use of 3D printing technology in early childhood education. The study group consisted of 15 pre-school teachers and 17 prospective teachers. The research method employed was the case study approach. An online survey form with appropriate open-ended questions was utilized as the data collection tool. Data obtained from the study were analyzed through content analysis. The results revealed that pre-school teachers and prospective teachers have a superficial knowledge of 3D printing technology. Although the materials required for teaching varied based on the needs of children and teachers, certain common skills were emphasized in the instructional process. Some difficulties were encountered in acquiring these materials, which could be overcome by utilizing 3D printing technology. Furthermore, teachers and prospective teachers showed preferences for different features in the design of materials. In future studies, it is recommended to identify materials that captivate children's interests based on the perspectives of teachers and candidates. Providing necessary academic support to participants for material production and conducting similar studies in various disciplines are also suggested.
... This will ensure that the technology is used to maximize results, rather than to have other accidental, purposeful, or improper uses (Thurlow et al., 2004). Technology should not be used just because it is available, but rather, because it will enable teachers and students to reach learning goals that were not obtainable or as easily obtainable without the technology (Dror, 2008). One of the most telling factors of whether a technology will be successfully incorporated in curriculum is the knowledge and competency level of the teachers who will use and teach others to use the technology (Sinclair, 2009). ...
... The teacher's role is critical in structuring activity in ways that challenge and build upon pupils' implicit conceptualizations, while integrating new scientific ideas (Hennessy et al., 2007). Technology that is incorporated into the classroom for the purpose of enhancing the learning process is referred to as technology enhanced learning (TEL) tool (Dror, 2008). A TEL tool could be a technology tool, a web-based technology software, or a non-web-based technology software. ...
Article
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The perception of students in six (6) Southern Colleges of Education in Ghana on the use of web-based technology software for teaching and learning of biology was studied using 120 students. A questionnaire was used to collect data from the students on the perception they have about the use of web-based technology. The data from the questionnaire were analysed using descriptive statistics. The findings revealed that the use of web-based technology instructional approach during lessons delivery and accessing the internet to search for information during instructional hours provided opportunities for students to access internet information at their own pace. It also came to light that the use of web-based instruction improved students’ understanding in biology concepts, stimulated students’ interest and thinking, and was not a waste of instructional time. The study revealed that students could use web-based software without any difficulties, the use of web-based instruction was not boring, the use of web-based instructions individualised learning and finally, the use of web-based technology for biology instruction was not time-consuming. Therefore, science tutors especially biology tutors should use web-based technology software for teaching and learning of biology concepts to make learning meaningful to students.
... Technology-enhanced learning environments (TELEs) encourage the learner to gain new information according to the need and time-availability of an individual (Steffens, 2006), and this very fact helps to build skills constantly (Schmidt and Braun, 2006) and tackles lifelong learning without the absence of employees. Technology-enhanced learning will increase the effectiveness in knowledge acquisition and memorisation (Dror, 2008). ...
... The findings show that ML and EC have a positive relationship as founded by Boring (2020). The quality and reliability of information acquisition and memorisation will be improved by technology-enhanced learning (Dror, 2008). ML can improve competencies in employees (Busse et al, 2020). ...
Article
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The main objective of this study is to explore the link between micro-learning through technology and employee performance by focusing on the mediating role of employee competencies. Data for the study was gathered through five points Likert scale questionnaire from 182 respondents working in chemical firms of Pakistan. The structural model assessment was used to analyse the relationship between exogenous and endogenous variables by using Smart PLS v.3.2.8. The results revealed that micro-learning and employee competencies have a significant relationship with employee performance. Similarly, the results found a positive and significant relationship between micro-learning and employee competencies. The research also found that employee competencies have a mediating role between micro-learning and employee performance. Empirical research on micro-learning and employee performance by using employee competencies as a mediator is not available in the literature.
... Technology-enhanced learning environments (TELEs) encourage the learner to gain new information according to the need and time-availability of an individual (Steffens, 2006), and this very fact helps to build skills constantly (Schmidt and Braun, 2006) and tackles lifelong learning without the absence of employees. Technology-enhanced learning will increase the effectiveness in knowledge acquisition and memorisation (Dror, 2008). ...
... The findings show that ML and EC have a positive relationship as founded by Boring (2020). The quality and reliability of information acquisition and memorisation will be improved by technology-enhanced learning (Dror, 2008). ML can improve competencies in employees (Busse et al, 2020). ...
... Technological advancements in science education have gained increasing prominence, aiming to enrich learning experiences and facilitate students' deeper understanding of concepts. Computers, mobile phones, interactive whiteboards, videos, multimedia applications, interactive digital games and learning platforms, simulations, VR, the Internet, and Web 2.0 applications are examples of technologies effectively utilized by teachers and students in educational settings (Dror, 2008). In recent years, the potential of advanced technologies like AR, VR, and MIX in education has emerged as an exciting area for transforming students' learning processes (Sala, 2021). ...
Article
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This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according to the inclusion/exclusion criteria. According to this, MIX demonstrated the largest effect size compared to conventional teaching (CON) for both cognitive and affective outcomes. AR exhibited a larger effect size than VR for affective outcomes but did not differ significantly from VR or GAME for cognitive outcomes. GAME outperformed CON for cognitive outcomes but did not differ significantly from VR or GAME for either outcome. VR’s effect size on cognitive outcomes was not significantly different from CON but was significantly higher for affective outcomes. Indirect comparisons revealed no significant differences between MIX and the other ILE formats for either outcome. Network analysis ranked AR as the most effective format for both cognitive and affective outcomes. These findings highlight the potential of ILEs, particularly AR, for enhancing learning outcomes. Limitations of the study include the lack of direct comparisons for MIX, high heterogeneity, and publication bias in some binary comparisons. More primary studies are needed to address these limitations and increase the generalizability of the findings.
... 2 Literature review 2.1 Gamified technology-enhanced learning environments Technology-Enhanced Learning (TEL) is a comprehensive term encompassing all methods that utilize technology to support the learning and teaching process. This includes e-learning, online learning, and digital game-based learning, all of which fall under the umbrella of TEL research (Dror, 2008). In the current landscape of TEL in higher education, while there is extensive research on virtual learning environments (VLEs), few studies connect VLEs to student agency. ...
Article
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This research focuses on validating the impact of gamified technology-enhanced learning environments (TELEs) on motivation and academic performance. The study aims to categorize and design digital badges based on game mechanics and to evaluate the effects of two distinct types of digital badges on learning outcomes. The research involved 95 university students learning classical Japanese grammar. The findings reveal that digital badges significantly enhance learners’ intrinsic motivation, positively affecting all five dimensions of intrinsic motivation, while their impact on extrinsic motivation was found to be minimal. Additionally, when comparing the two categories of digital badges, no significant differences in effectiveness were observed. The primary interest of this paper lies in exploring the design and efficacy of digital badges within technology-enhanced learning environments, contributing valuable insights into how these elements can enhance student engagement and learning outcomes.
... Ως «πραγματική» και «αληθινή» εκπαίδευση προβαλλόταν μόνο η διά ζώσης εκπαίδευση. Η εξΑΕ θεωρήθηκε ένα αντικατάστατο ή μια λύση ανάγκης, μια επιλογή σπουδών κατώτερης ποιότητας (Dror, 2008). Η κριτική στα πρώτα βήματα της εξΑΕ εστίασε μεταξύ άλλων στο γεγονός ότι δε μπορεί να επιβεβαιωθεί με αξιοπιστία η ταυτότητα των φοιτητών και η προσωπική συμμετοχή σε όλες τις μαθησιακές διεργασίες της εξΑΕ (Fayyoumi & Zarrad, 2014 (Farrow et al., 2021). ...
Article
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Η βαθιά και ουσιαστική μάθηση είναι πρωταρχικό ζητούμενο στην εξ αποστάσεως εκπαίδευση, καθώς αποτελεί ισχυρός δείκτης υψηλής ποιότητας. Οι γραπτές εργασίες αποτελούν μια κομβική διεργασία μάθησης στο μοντέλο εξ αποστάσεως εκπαίδευσης που εφαρμόζει στο Ελληνικό Ανοικτό Πανεπιστήμιο. Η ανατροφοδότηση των γραπτών εργασιών αξιολογεί την πρόοδο των φοιτητών/τριών, υποστηρίζει, ενδυναμώνει και καθοδηγεί. Στην παρούσα εργασία παρουσιάζεται μια Σωκρατική, ευρετική μέθοδος ομαδικής ανατροφοδότησης και αναστοχασμού πάνω στις γραπτές εργασίες. Κομβικά σημεία των εργασιών παρουσιάζονται ως ερωτήματα που λειτουργούν ως εναύσματα συζήτησης και διαλόγου. Η Σωκρατική μέθοδος εφαρμόστηκε κατά τις ΟΣΣ κατά τα ακαδημαϊκά έτη 2020-21 και 2021-22. Τριάντα δύο (n=32) φοιτήτριες/ες της θεματικής ενότητας ΕΚΠ65 αξιολόγησαν την εν λόγω μέθοδο σύμφωνα με ένα επαληθευμένο ερωτηματολόγιο με 26 ερωτήματα κλειστού τύπου. Τα αποτελέσματα έδειξαν ότι οι συμμετέχουσες/ντες στην έρευνα εκτίμησαν αυτή τη νέα μαθησιακή δραστηριότητα και ότι θα επιθυμούσαν την εφαρμογή της και σε άλλες ενότητες.
... Internet and networks facilitate knowledge exchange and scholarly new ideas that lead to cultural and social development Siemens (2005). The incorporation of various technologies including the internet, computers, mobile phones, simulation games, and 3D technologies has significantly supported the learning environment in expanding and challenging our understanding of what constitutes an education or learning setting (Dror, 2008). No one can disagree with the fact that our lives significantly depend on technology as it plays an important role in human societal progress (Nawaila et al. 2020). ...
Article
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The paper aims to investigate the impact of mobile assisted language learning on irregular verbs and in a classroom setting. This research uses Siemen (2005) and Downes (2006) Connectivism as a theoretical framework. This is a quantitative research; to investigate the impact of mobile assisted language learning experimental design with pretest posttest will be used. The data was collected from ten (10) participants in each group; experimental group and control group. This study is significant since it will enable the educational institutions and curriculum designers to incorporate mobile technology in ESL classroom context, this research will also be beneficial for the future researchers of this field to investigate the use of technology in ESL classroom context.
... While the integration of technology has been shown to be effective at all ages and can be beneficial for students with special learning needs [1], it is important that it is used appropriately and not simply transferred from one medium to another [2]. ...
Article
Modeling and simulation is an interdisciplinary field requiring several competences. Due to this interdisciplinary nature and diverse set of skills that it imposes, teaching modeling and simulation in a university setting poses specific challenges. To confront this issue and contribute to the ongoing discussion on alternative methods of teaching, this paper proposes an inverted classroom approach, combined with a digital training system, as a means of teaching modeling and simulation. The proposed approach aims to address this challenge of teaching multiple aspects in the right quantity and pace for all participating students. The paper presents a teaching concept for a lecture and exercise on modeling and simulation and evaluates the effectiveness of different tools in various settings of the course from the lecturer's perspective. The importance of appropriate technology integration and an engaging learning environment as the means of supporting the students in independent studies is also discussed.
... El objetivo principal de la experiencia realizada ha sido comprobar si la incorporación de nuevas tecnologías (Dror, 2008), y de RA en particular, son un medio eficaz no sólo para mejorar la motivación (Di Serio, Ibañez y Delgado, 2013), sino también para la adquisición de competencias y destrezas por parte del alumnado (Blázquez, 2017). ...
Conference Paper
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Ante el desafío de mejorar el aprendizaje del diseño, construcción gráfica y codificación de elementos arquitectónicos de cierta complejidad, este escrito presenta la experiencia docente desarrollada en asignatura de Dibujo de Arquitectura del primer curso con la aplicación de la realidad aumentada. Tras unas primeras experiencias con gran aceptación entre el alumnado al facilitar modelos tridimensionales de los objetos de estudio, en esta ocasión la experiencia se ha centrado en el estudio de un elemento complejo desde el punto de vista espacial como es la escalera. Una experiencia que es evaluada posteriormente considerando tanto los resultados gráficos como la valoración del alumnado mediante encuestas. Se plantea proporcionar la ayuda de la realidad aumentada para solventar los problemas derivados de la falta de comprensión espacial y de recursos comunicativos del alumnado en la primera etapa de su proceso de aprendizaje de la Arquitectura y su representación. Sin embargo, el empleo de esta nueva tecnología no se plantea aislada, sino desde una metodología híbrida que aúna el dibujo tradicional con el uso de la RA. De esta manera se propone incorporar nuevas aplicaciones que faciliten el proceso de enseñanza-aprendizaje y la motivación del alumnado como complemento de metodologías probadas con éxito anteriormente.
... Advocates for technology-enhanced learning (TEL) assert that technology can bolster both teaching and learning. This is echoed by Dror [7], who posits that technology provides a less cognitively taxing method of delivering materials, thereby fostering greater student engagement and, ultimately, enhanced learning. Conversely, some researchers highlight potential drawbacks, such as the decline in students' reading and writing skills [8], a tendency to rely solely on recorded materials rather than attending live classes [9], and an overall decrease in the time dedicated to learning activities [10]. ...
Article
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The introduction of accessible generative artificial intelligence opens promising opportunities for the implementation of personalized learning methods in any educational environment. Personalized learning has been conceptualized for a long time, but it has only recently become realistic and truly achievable. In this paper, we propose an affordable and sustainable approach toward personalizing learning materials as part of the complete educational process. We have created a tool within a pre-existing learning management system at a software engineering college that automatically generates learning materials based on the learning outcomes provided by the professor for a particular class. The learning materials were composed in three distinct styles, the initial one being the traditional professor style and the other two variations adopting a pop-culture influence, namely Batman and Wednesday Addams. Each lesson, besides being delivered in three different formats, contained automatically generated multiple-choice questions that students could use to check their progress. This paper contains complete instructions for developing such a tool with the help of large language models using OpenAI’s API and an analysis of the preliminary experiment of its usage performed with the help of 20 college students studying software engineering at a European university. Participation in the study was optional and on voluntary basis. Each student’s tool usage was quantified, and two questionnaires were conducted: one immediately after subject completion and another 6 months later to assess both immediate and long-term effects, perceptions, and preferences. The results indicate that students found the multiple variants of the learning materials really engaging. While predominantly utilizing the traditional variant of the learning materials, they found this approach inspiring, would recommend it to other students, and would like to see it more in classes. The most popular feature were the automatically generated quiz-style tests that they used to assess their understanding. Preliminary evidence suggests that the use of various versions of learning materials leads to an increase in students’ study time, especially for students who have not mastered the topic otherwise. The study’s small sample size of 20 students restricts its ability to generalize its findings, but its results provide useful early insights and lay the groundwork for future research on AI-supported educational strategies.
... While many interpretations and definitions exist, the term 'technology-enhanced learning' (TEL), sometimes referred to as 'e-learning', 'learning technology', or 'computer-based learning' [21], is commonly described as the application of information technologies to support and enhance learning and teaching [12]. Such technologies can take many forms: from applications used in formal learning, such as interactive videos, serious games, and mobile learning platforms, to applications primarily used in informal learning, such as general-use communication technologies [22]. ...
Thesis
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Student-facing learning analytics dashboards process and visualise learning traces to enable informed decision-making and goal-setting. Previous work contributes to understanding how to use feedback reference frames in designing these dashboards to cater to students with a mastery or performance achievement goal orientation. This study aimed to build upon this work by also investigating the interaction between feedback reference frames and an achievement goal orientation’s valance, i.e., approach or avoidance, and emphasising the need for progress indicators that are individualised to one’s achievement goal orientation. To this end, we created and evaluated four alternative dashboard designs of an existing learning analytics dashboard to cater to each achievement goal orientation in the framework by Elliot and McGregor. Results show limited significant effects in the evaluation scores by performance-approach and mastery-approach-oriented students to an upward social feedback reference frame and an absolute achievement feedback ref­erence frame, respectively. No effects were found for the achievement goals of negative valance. Considering methodological limitations and sample size, the findings indicate that while the con­ceptual distinction between approach and avoidance achievement goals is solid, understanding its implications in the design of learning analytics dashboards may prove difficult. It is important to understand and address these nuances in order to accommodate every learner effectively.
... Ως «πραγματική» και «αληθινή» εκπαίδευση προβαλλόταν μόνο η διά ζώσης εκπαίδευση. Η εξΑΕ θεωρήθηκε ένα αντικατάστατο ή μια λύση ανάγκης, μια επιλογή σπουδών κατώτερης ποιότητας (Dror, 2008). Η κριτική στα πρώτα βήματα της εξΑΕ εστίασε μεταξύ άλλων στο γεγονός ότι δε μπορεί να επιβεβαιωθεί με αξιοπιστία η ταυτότητα των φοιτητών και η προσωπική συμμετοχή σε όλες τις μαθησιακές διεργασίες της εξΑΕ (Fayyoumi & Zarrad, 2014 (Farrow et al., 2021). ...
Conference Paper
Full-text available
Η βαθιά και ουσιαστική μάθηση είναι πρωταρχικό ζητούμενο στην εξ αποστάσεως εκπαίδευση, καθώς αποτελεί ισχυρός δείκτης υψηλής ποιότητας. Οι γραπτές εργασίες αποτελούν μια κομβική διεργασία μάθησης στο μοντέλο εξ αποστάσεως εκπαίδευσης που εφαρμόζει στο Ελληνικό Ανοικτό Πανεπιστήμιο. Η ανατροφοδότηση των γραπτών εργασιών αξιολογεί την πρόοδο των φοιτητών/τριών, υποστηρίζει, ενδυναμώνει και καθοδηγεί. Στην παρούσα εργασία παρουσιάζεται μια ευρετική, διαλεκτική μέθοδος ομαδικής ανατροφοδότησης και αναστοχασμού, η παιγνιώδης Σωκρατική μέθοδος. Κομβικά σημεία των γραπτών εργασιών παρουσιάζονται ως ερωτήματα που λειτουργούν ως εναύσματα στοχασμού και διαλόγου. Η παιγνιώδης Σωκρατική μέθοδος εφαρμόστηκε κατά τις ΟΣΣ κατά τα ακαδημαϊκά έτη 2020-21 και 2021-22. Τριάντα δύο (n=32) φοιτήτριες/ες της θεματικής ενότητας ΕΚΠ65 αξιολόγησαν την εν λόγω μέθοδο σύμφωνα με ένα επαληθευμένο ερωτηματολόγιο με 26 ερωτήματα κλειστού τύπου. Τα αποτελέσματα έδειξαν ότι οι συμμετέχουσες/ντες στην έρευνα εκτίμησαν αυτή τη νέα μαθησιακή δραστηριότητα και ότι θα επιθυμούσαν την ευρύτερη εφαρμογή της και σε άλλες ενότητες.
... New augmented reality-based environment formed by overlaying programmed augmented reality based objects on top of the video signal from the camera, and becomes interactive, by using special markers. This technology is based on special mathematical algorithms, which bind camera, tags and computer into a single interactive system [4]. The main task of the system is to determine the three dimensional position of a real label using markers according to its picture taken with help cameras. ...
... Partnership-working suggested that many students' experiences of online learning contrasted with the plethora of literature and existing institutional tools and policies, both of which promote the value of technology-enhanced learning (Dror 2008;Sharma and Hannafin 2007;Kirkwood and Price 2014). For example, there were a number of concerns around the utilisation of technology and IT infrastructure issues, as well as students' willingness and preparedness to engage with learning in this context: ...
... In this article, possibility of using augmented reality to visualize the unseen effects is systematically analysed. Augmented reality based laboratory experiments help students manage to develop learning skills in order to study physics with more details; therefore, it is highlighting the improvement of the quality of teaching of physics (Dror, 2008). In addition, augmented reality application is in demand for visualization of lab processes. ...
Article
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Augmented reality technologies are widely applied not only for business, but also for education and various fields of science. Due to rapidly growing interest in emerging technologies, augmented reality is taking a leading position in almost all areas of education. Applying augmented reality in physics laboratory can make experiments more efficient in terms of understanding using visualization. The article contains process of development of augmented reality application for visualization and its methods for physics laboratory experiments in terms of maximum efficiency and ways to create visual effects. The article proposes a methodology for creating augmented reality application, which allows students to visualize physics laboratory experiments. This technology is a step towards the development of augmented reality practice, which will reduce the time, cost and difficulty of visualizing physics laboratory experiments.
... In this regard, the active participation of students in their learning has been found to be significantly related to motivation, while motivation is significantly related to their achievement in academia (Weiser, 2007). The past few years have seen increasing efforts in the technology usage to support and enhance learning, with learning environments transforming in the form of integration of computers, multimedia material, whiteboards, internet, Web 2.0 authoring tools, simulations, games and mobile phones as well as immersive technologies (e.g., 3D virtual worlds, flipped learning and augmented reality) (Dror, 2008;Khan, Johnston, & Ophoff, 2019;Jdaitawi, 2020a;Jdaitawi, 2019). AR application studies in education are still in their infancy stage and thus, they are limited, particularly those focusing on effects and implications of AR in the education field (Khan, Johnston, & Ophoff, 2019;Jdaitawi & Kan'an, 2022). ...
... [5] argued that even though WhatsApp is a relatively new social media application, higher education institutions have adopted it for communicating upcoming events and other campus news to students; it facilitates synchronous and asynchronous communication to enhance closer social interactivity, as well as support learning approaches in enhancing creativity, critical thinking, collaborative skills and critical reflection. In addition, there are evidences that propose the utilisation of mobile technologies such as Facebook and WhatsApp plays an effective role in influencing the academic performance and habits of students in the university [6][7][8][9]. ...
Article
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The mobile instant messaging application, WhatsApp Messenger (WhatsApp), has become a popular form of communication among adolescents, especially university students, and it has increasingly been used as a tool in collaborative learning in higher education. The use of WhatsApp for education to facilitate ubiquitous learning has been practised worldwide due to its popularity and potential to support teaching and learning processes derived from the diffusion of mobile technology and empowered by the use of smartphones. This study investigates the impact of the use of WhatsApp in a higher education learning environment on students’ perceived academic performance and team effectiveness. A convergent parallel mixed-methods research design was adopted with data collected through a self-administered online survey and two focus group interviews with students of a private university in the Sunway City, Malaysia. The findings of this study present insights into the popularity of WhatsApp among university students and that students use it for social and educational purposes due to its perceived ease of use and usefulness in enhancing academic performance and team effectiveness. Although WhatsApp is recognised as a rich and powerful collaborative tool for students with a positive impact on academic performance, it has a limited impact on the cohesion and openness of team effectiveness.
... In this regard, the active participation of students in their learning has been found to be significantly related to motivation, while motivation is significantly related to their achievement in academia (Weiser, 2007). The past few years have seen increasing efforts in the technology usage to support and enhance learning, with learning environments transforming in the form of integration of computers, multimedia material, whiteboards, internet, Web 2.0 authoring tools, simulations, games and mobile phones as well as immersive technologies (e.g., 3D virtual worlds, flipped learning and augmented reality) (Dror, 2008;Khan, Johnston, & Ophoff, 2019;Jdaitawi, 2020a;Jdaitawi, 2019). AR application studies in education are still in their infancy stage and thus, they are limited, particularly those focusing on effects and implications of AR in the education field (Khan, Johnston, & Ophoff, 2019;Jdaitawi & Kan'an, 2022). ...
Article
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Augmented reality (AR) has become a potential technology tool to improve the skills of students with learning disabilities. The effects of AR technology approach on students with learning disabilities motivation levels is considered as the research motivation. This study examined the effect of the AR on Jordanian 6th grade students’ motivation levels. A quantitative quasi-experimental study is preceded with the pretest-posttest control group design model, where 24 students who identified to have learning disabilities were participated in this study and were randomly divided into two groups. Two groups, control group 12 students were taught conventionally, and 12 students were designated as the experimental group, they used the AR technology for four weeks. The results show significant results for the AR technology in enhancing student motivation. The results concluded the effectiveness of AR technology in enhancing students’ motivation. Keywords: augmented reality, learning disabilities, motivation, science.
... In addition, the catalogue also includes software tools with the help of which information can be presented via the web, e-mail and/or mobile phones. Such presentation of information can also help in learning; therefore, they are included in the group of technologies used for technology-enhanced learning [24]. Thus, technology-enhanced learning is used today in various situations, where technology is used as a medium to access and study learning materials, request information, learn through communication and collaboration, learn through construction, assess students and improve digital and multimedia literacy [23]. ...
Article
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Recent developments are transforming teaching paradigms in the area of business and economic studies [...]
... Learning is very often restricted to the acquisition of information and is assessed next, but not always is strategy designed so that students learn and save mental representations in a lasting way (Dror, 2008). In this sense, there is a complexity in seeing and formulating these pedagogical connections and that the OIPF model offers support to handle. ...
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This thesis examines Chilean student teachers' (ST) understanding of digital technology's pedagogic uses and primary classroom issues. Its initial assumption is that focusing on technology use in particular contexts is critical to understanding its effects on education and creating contextually appropriate pedagogies that can enhance students’ experiences. This work presents qualitative case studies of seven primary STs from a small city in southern Chile, exploring how they used and conceptualised technology and how they dealt with issues in their teaching practice. These aspects reflected their pedagogical understanding of the technologies used and their relationship with the educational context. The data collected comprised lesson plans, videos of classroom teaching, semi-structured interviews, audio recordings of supervision meetings and field notes from classroom observations, analysed thematically. The research revealed a pattern across cases. The intended and enacted pedagogies using technology supported existing teacher-centred approaches. The technology employed consisted of multimedia resources conceived to deliver and explain content, attract students' attention, and engage pupils in dialogic interactions. This perception of technology reveals a strong interest in maintaining discipline and learning environments in the classroom. The issues STs faced when using technology ranged from the inexistent digital culture at educational institutions to aspects of their agency and identity as teachers who use technology. This thesis uses the analysis to propose the Orchestration and Improvisation Pedagogical framework for integrating digital technology into teacher training. The framework aims to support STs in planning, implementing and reflecting on the uses of technology in synergy with the context. Using this framework, practitioners can evaluate different intertwined pedagogical aspects from research to practice. By foregrounding the importance of pedagogy and contextual reflection on technology application, these findings have value not only for STs and their teaching practice teams, but also for teacher-training programmes, educational policymakers and syllabus designers.
... Hence, there has been a considerable apprehension over the use of rising technology to support learning method. Certainly, AR, and several various technologies that are unified within the instructional pitch, like the utilization of simulations, e-learning, computer, internet, multimedia, social web and additional recent mobile devices and immersive environments such as games, virtual worlds and AR [21], [22]. ...
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Design that evoked emotions are one of the main concerning issues in developing mobile applications for online learning in general and for augmented reality (AR) based mobile learning applications in specific. Emotional design could attract users by creating different feelings while using AR-based mobile learning applications. Suitable emotions related to design could motivate students towards fascinating learning experiences. The aim of this research is to evaluate the emotional responses of the students based on different designs in AR-based mobile learning applications using Kansei engineering technique. In this research, about thirty-two students from secondary school were involved in an experiment to identify the Kansei (emotion) words for AR-based mobile applications. The data gathered were analysed using factor analysis (FA), principal component analysis (PCA), and partial least square (PLS) analysis. The results revealed four important pillars of emotions or known as Kansei semantic space such as challenging-thinking, motivated, humorous, preoccupied and also touched as an additional pillar. Based on the PLS analysis of design elements of AR-based mobile learning applications suggested specific design and emotions based on the pillars. In conclusion, this research is motivated to give affective formulae that would guide the design of AR-based mobile learning materials in the future.
... Cognitivism uses more open ended and free thought activities such as group work or essays to demonstrate and achieve the learning process [6]. Both reiterate that to achieve deep learning, students must have the opportunity to control what they learn, be challenged by what they learned, and in turn this will lead to students being committed to the learning process [7][8]. When students are responsible for their own learning through written exercises, problem sets, class discussion, etc. they can achieve higher-order objectives on Bloom's taxonomy (analysis, synthesis, and evaluation) [9]. ...
... This method sought to infuse a 'gaming culture' within the tutorial, a method becoming increasingly popular as a format to increase attention and aid recall (Dror, 2008). ...
Article
Abstract Due to geographical distances and sporadic contact with peers and faculty members, many off-campus or distance learners experience feelings of inadequacy, reduced self-confidence and other social anxieties. As a means to reduce and avoid these consequences of academic isolation, Higher Education institutes have traditionally used asynchronous forms of communication in order to bridge these geographical gaps. However, due to advances in technology, it is now possible to offer distance learners the opportunity to communicate synchronously with their peers and their teachers as they would in a real classroom. In accordance with these developments, this research examines the development of a virtual learning support service in National College of Ireland. Using survey results, online student feedback and semester results, this research will present how the problem of academic isolation was reduced in National College of Ireland by incorporating the use of a virtual classroom. Presenting screen shots and a review of online teaching, the research will illustrate how a learning support service can become more flexible and student centred. ÂÂ
... SLSs has become very popular way of getting access to the latest developments in education. Students has gradually started using these technologies to enhance their learning performance (Dror, 2008). Studies have indicated that 90% and above college students use social networks in America. ...
Article
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The purpose of the study was to find out student's experiences towards learning through social learning sites (SLSs) such as YouTube, blogs, Wiki-spaces classroom, Edmodo, Skype, Academia.edu, Research Gate etc. in sharing and learning new things or ideas in higher education and the challenges they faced. The participants of the study were students of BS Hons (Final semester) and MS from Lahore College for Women University, Lahore. 23 semi structured in-depth interviews and 2 focus group discussions with students were conducted. Thematic analysis was used to analysis the narratives of participants. The study concludes that SLSs are playing important role in social interaction and making new connections around the world. SLSs are of vital importance in distance education because it helps to take online lectures/notes from forums of different universities around the globe. Students are using SLSs for different learning purposes like to access online libraries, E-learning, E-books, exploring various databanks for research purposes etc. Shortage of computer Labs, outdated computers, weak internet connections, lack of competency in handling latest software were some of the challenges faced by students hampering the effective use of SLSs. The study recommends immediate and serious steps need to be taken by government and administration to improve quality of education at the college level. Students must be encouraged and facilitated to use SLSs keeping in view its benefits.
... These technologies emerge as a topic that attracts attention in education, becoming widespread and accepted. Computers, mobile phones, interactive whiteboards, videos, multimedia applications, educational games and learning platforms, simulations, VR, Internet and Web 2.0 applications are some examples of technology that are effectively used by teachers and students in educational settings (Dror, 2008). AR technology is one of the new educational technologies. ...
... himself and others. He has also pointed out many aws in this new teaching learning method and [2,3,4,5] pointed out areas requiring further improvement. ...
Article
Introduction: Traditional TL methods like writing on blackboard and now powerpoint presentations are increasingly becoming old fashioned, less interesting for technology savvy present generation of students. More advanced and attention seeking methods of teaching are expected by students in tandem with their excursions with technology. Here a comparative study of video-assisted teaching v/s power point presentation compared as students’ feedback after exposing them to both methods alternately.Aim and Objectives: To find out the impact of video assisted teaching against power point teaching.Methodology: The study was carried out with the M.B.B.S. Final II year students in the Department of Surgery, Punjab Institute of Medical Sciences, Jalandhar. After taking IEC clearance, students were sensitized. A total of 122 final MBBS II Students were enrolled in study. They were divided into two groups; group A and group B. They were exposed to both methods of teaching (Method 1: video assisted learning and Method 2:power point presentation) individually in two sessions. During 2nd session, cross over was done. Feedback questionnaire was distributed after a 15 minutes session every time. The feedback reports were selected from each group and data analysed.Observations: Students who were subjected to video assisted teaching voted overwhelmingly in favour of it while those who were demonstrated the procedure through power points gave a lukewarm response about power point style of teaching. Most suggestions and remarks directed in favour of video assisted teaching . They opined that it will help them in understanding the subject in great way. 62.20% could write all four steps correctly of procedure at the end of session in group A (just taught by video) while only 31.10% could do so in group B(taught by power point}.Conclusion: Teaching through video assistance, especially surgical procedures results in better attention and retaining of teaching material than with traditional power point teaching which students found non attentive.
... In the modern age, education without technology is the dream. We, are using the technologies in all walks of life and so is the case with education, the technologies are used for best results of the students in different subject areas (Dror, 2008) Today the national development depends on the use of technologies in different areas, the same is the situation with education. In schools, we are utilizing technologies to upgrade the system of education and to uplift it as per with the international standards (Bordar, 2010) Distinctive research studies detailed that the utilization of ICT for the purpose of teaching has expanded the degree of scholastic accomplishment. ...
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The present study investigated the impact of ICT pedagogy for the retention of the students. This was an experimental investigation in two schools. The 120 participants were exposed to the experimental and controlled investigation in such a way that each group has 60 students. The experimental group was given the treatment of ICT pedagogy while the lecture pedagogy was in the control group. The testing was done for academic achievement after one month and after two months for retention, through a retention test. The result depicted the highest achievement in the favor of experimental group taught with ICT instructional methodology.
... Mutakhir ini pelbagai teknologi pengkomputeran telah diintegrasikan dalam sektor pendidikan dan pembangunan manusia. Teknologi ini adalah seperti perangkaian komputer, internet, e-pembelajaran, rangkaian web sosial, simulasi, peranti mudah alih dan teknologi imersif seperti dunia maya dan realiti maya tambahan (Wallet, 2014;Martin et al., 2011;Dror, 2008). Seiring dengan perkembangan teknologi maklumat dan komunikasi, pelbagai inisiatif telah dilaksanakan pihak kerajaan dalam usaha menggalakkan penggunaan teknologi dalam pengajaran dan pembelajaran (Kementerian Pendidikan Malaysia, 2013). ...
Article
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Abstrak Kajian ini bertujuan untuk membangun dan menilai kebolehgunaan koswer realiti maya Rumah Tradisional Melayu Terengganu untuk mata pelajaran Pendidikan Seni Visual. Koswer ini dibangunkan dengan menggunakan teknologi realiti maya. Pengguna sasaran kajian ini ialah pelajar Tingkatan empat Sekolah Menengah Kebangsaan Menerong, Ajil, Hulu Terengganu, Terengganu. Reka bentuk kajian yang dilaksanakan ialah reka bentuk kajian pembangunan. Reka bentuk instruksional yang digunakan pula adalah merujuk kepada model Alessi dan Trollip. Penilaian koswer ini dilaksanakan dengan responden seramai 88 orang pelajar Sekolah Menengah Kebangsaan Menerong. Hasil kajian menunjukkan bahawa aspek kebolehgunaan koswer iaitu elemen navigasi, teknikal, interaksi dan reka bentuk antara muka adalah sesuai dan memenuhi standard kebolehgunaan perisian komputer. Oleh itu, teknologi realiti maya sesuai digunakan bagi menghasilkan koswer Rumah Tradisional Melayu Terengganu. Selain itu, model Allesi dan Trollip sesuai digunakan dalam pembangunan koswer yang menggunakan teknologi realiti maya. Kata kunci pendidikan seni visual, koswer, realiti maya, kebolehgunaan koswer Abstract This study aims to develop and evaluate virtual reality educational courseware for Malay's Terengganu Traditional House in Visual Arts Leraning Subject. This courseware was developed using virtual reality technology. The target users for studying are form four's Students of Sekolah Menengah Kebangsaan Menerong, Ajil, Hulu Terengganu, Terengganu. The implemented design study is the design study developement. The Instructional designed used are referring to Alessi and Trolip model. The evaluation of the courseware was implemented by 88 respondents from students of Sekolah Menengah Kebangsaan Menerong. The result of the research shows the use of courseware which include the element of navigation, techniqal, interaction and design is suitable and fulfill the standard of computer software. Due to that, virtual reality technology is suitable to be used to produce and build the courseware for Malay's Terengganu Traditional House. Apart from that, Alessi and Trolip model also suitable to be used in developing the courseware using virtual reality technology.
... Social media is a tool through which organizations and people meet their audiences, clients and communicate with them individually (Hendricks, 2014). To achieve excellent academic performance, students gradually learn to use these technologies (Dror, 2008). SNS support learning through building community networks with activities such as chatting, wall posting, tagging and content sharing (Alexander, 2008). ...
Article
Social Networking Sites (SNS) such as Facebook, YouTube, WhatsApp, blogs, Twitter and other educational sites have become an essential part of daily routine at the tertiary level of education. The purpose of this study is to investigate how SNS enable social interaction as well as sharing of knowledge among students. Hence, this study explored students’ perception of educational activities conducted via SNS and their experience of using SNS in higher institutes. The study adopted a qualitative approach and focused on interpreting students’ narratives regarding the use of SNS in higher education. For this purpose, in depth interviews and focus group discussions were conducted from university students. Thematic analysis was used to analyze the data generated from the narratives of the participants. The findings showed that SNS plays an important role in distance education as they help students to attend online lectures delivered from the online forums of various universities. Students use SNS for various learning purposes, such as to access online libraries, e-learning, to download e-books and to find research articles from various authentic sites.
... Augmented Reality (AR) offers the best tools for developing integrated learning environments where it supports the manipulation of physical objects and visualization of learning content as well as enriching experiences in children's learning [14]. AR stimulates the imagination of children without reducing them concerning reality and preparing an interface that is normally applied in educational environments where physical objects are used for meaningful delivery purposes [15], [16]. Conventional teaching and education methods that rely on textbooks and basic practical lessons have certain limitations in supporting students to enhance their understanding and intellectual skills [17]. ...
Article
The implementation of Augmented Reality (AR) technology in education has created an interesting approach to enhance the effectiveness and attractiveness of teaching and learning for students in real-life scenarios. This medium offers unique affordances, combining physical and virtual worlds, with continuous and implicit user control of the point of view and interactivity. This paper introduces the technology of augmented reality and its capabilities in facilitating children with autism. AR is a technology that overlays digital information on a live view of the physical world to create a blended experience. AR provides unique experiences and opportunities to learn and interact with information in the physical world. Hence, AR can be one of the effective technologies available in developing tools for teaching and learning with the combination of the virtual world and real objects such as transportation, fruits, numbers, and alphabets. This will facilitate the autistic child to recognize the abstract concepts of the real objects and their descriptions. The purpose of this paper was to investigate the use of AR on mobile devices in fostering literacy in academic and learning skills for children with autism using the phonics learning method. This prototype helps the autistic child to capture and associate the graphics or pictures of the surrounding objects so as improving the literacy and learning skills of the children. The results show that the children can pronounce and to distinguish between vowels “a”, “i” and “u”. The children are also able to answer most of the questions in the exercises provided. The interactivity between the children and the application raises their attention and focus mainly in literacy and learning skills.
... Interactive videos have many educational benefits. Several studies have demonstrated that interactive videos can increase students' motivation [8], satisfaction [5,9] and also performance in learning [4,8]. Video interactivity is considered as flexible, motivating [6] and entertaining [7]. ...
Chapter
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In recent years, there has been a sharp increase of research in employing interactive video for learning. More researchers study both the functional and cognitive interactivity affordances of educational interactive video and try to identify the learning effectiveness of the various supported interactions. In this study, we aim at providing a review of the interactivity types and their educational value based on the analysis of 18 studies and 13 commercial interactive video environments. We also analyze whether the commercial environments keep up with the research trends. Finally, we provide specific design guidelines for developing effective educational interactive videos. Such holistic review approaches help to promote the research field in everyday educational environments but also reveal its promises and gaps. The educational interactive video seems to be a fast-changing field which needs further inquiry, while the available commercial platforms have just started to incorporate functionality proposed in the literature.
... mobile learning approaches, game-based learning approaches, interactive learning videos and more). Furthermore, even software that is needed to present information via WWW, e-mail and mobile phones can facilitate learning and are, therefore, part of TEL (Dror, 2008). Goodyear and Retalis (2010) provide a clear overview that describes situations in which technologies can be used as part of TEL. ...
Article
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Purpose The literature includes several studies that define different critical success factors (CSF) which have to be considered to support the implementation of technology-enhanced learning (TEL) approaches. An analysis of such studies revealed that (1) regional differences seem to determine the CSF for TEL approaches, (2) certain CSF are relevant for TEL approaches in general, and (3) professionals in higher education determine which influential factors they consider when implementing TEL approaches. Thus, the question arises: in general, which influential factors do professionals in Austrian and German institutions of higher education actually consider when implementing TEL approaches? Design/methodology/approach The study is a quantitative research approach based on survey data. Findings The results show that certain influential factors seem to be generally important, such as the factors of respecting learning success or motivation. However, the outcome of the study also indicated that different moderating variables like experiences and personal relevance affect the professionals’ choices. Originality/value The originality and value are in the approach to identify generally important influential factors for the implementation of TEL approaches in Austrian and German institutions of higher education.
... The significantly negative correlation is understandable: not accessing in a timely fashion the weekly posted learning materials exhibits that the learning activities are not well organized, and thus not well disciplined. Dror (2008) discussed the importance of properly acquiring information for learning, from the cognition's point of view, and using technology to enhance learners' proper access to information (learning materials). ...
Article
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This research investigated the relationship between online students’ behaviors in a learning management system and their learning performance, as measured by their final grades. Four online information technology classes in a major U.S. library and information science program were studied. The course sites’ log data, as well as the students’ final grades were analyzed at both the class level and the general level using the aggregated data from all four classes. The results show that the number of days students delayed in accessing weekly lecture materials had a significantly negative correlation with the final grade, while an increased number of discussion board postings had a positive correlation with the final grade. This correlation was significant on borderline, at p = 0.05 level. In one class an increase in the frequency of accessing the syllabus was significantly correlated with the final grade. The implications of the results are discussed. Based on the findings, suggestions on strengthening e-learning are proposed.
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The article is dedicated to the intersection of language and technology, a crucial topic in our contemporary world. The rapid advancements in Information Communication Technologies present both new opportunities and challenges for national languages. As information technologies permeate various aspects of our lives, encompassing communication, the vitality and progression of language occur within this technological landscape. To delve into these dynamics, the article examines the case of the Azerbaijani language. The research is bifurcated into two key areas. The first addresses obstacles hindering the language from fully leveraging Information Communication Technologies capabilities, while the second explores limitations impeding Information Communication Technologies from effectively utilizing the language’s potential. The article provides a thorough analysis of the issues identified in both aspects and proposes solutions to overcome these existing challenges.
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Automated editing technology offers notable efficiencies in educational video production. This study contrasts the time-saving benefits of automated editing against manual professional editing. Raw learning video footage was recorded in a professional studio with a green screen and presented in a frontal lecture style. The raw footage underwent editing by both an automated tool and professional editors. Time comparison results revealed significant savings with the use of automated tools. The paper further investigates the impact of automated editing on the learning video quality from the learners’ viewpoint. An online survey with 129 participants evaluated their perceptions of potential learning outcomes after viewing automatically and manually edited versions of two videos. The survey found a statistically significant difference in perceived learning potential from one of the videos, although not for both. Additionally, the study considers how differences in study group characteristics might influence these results. In summary, while automated editing presents a compelling case for production time reduction, its impact on the perceived quality of educational videos remains uncertain, necessitating additional research to understand the subtleties of learner interaction with video content.
Chapter
Faced with the challenge of optimizing the learning of design, graphic construction, coding, and expression of architecturally complex elements, this essay presents a teaching experience developed in the Architecture Drawing course of the first year of Architecture Studies that incorporates Augmented Reality (AR). After initial experiences providing three-dimensional models of studied objects integrated into AR, which were well-received by students, a specific study was proposed on an architectural element with spatial complexity and recurring assimilation difficulties, namely the stair. This exploration covered the phases of ideation, realization, and communication of that element, utilizing AR as an instrumental resource and motivational trigger. The aim was to use AR to contribute to solve problems derived from the lack of spatial comprehension and communicative resources of students in the first stage of their learning process of Architecture and its representation. Furthermore, the adoption of this new technology is proposed not in isolation, but integrated into a hybrid method that combines traditional drawing with the use of AR. In this way, the experience seeks to incorporate new applications to enhance the teaching-learning process and student motivation as a complement to previously successful methodologies.
Conference Paper
The emergence of Non-Fungible Tokens (NFTs) has given digital artists more control and freedom in their creative pursuits, empowering them to create and sell passionate and innovative art without restrictions. With the given advantage of this technology, creative students can reap significant advantages as it grows increasingly vital in the digital era. Although NFTs are gaining popularity, many people in Malaysia still have doubts about the technology and its potential impact on their daily lives. Moreover, there is limited research exploring the potential of NFTs to empower aspiring artists and creatives, especially among creative students. This study intends to employ qualitative research based on state-of-the-art in leveraging technology for education, the potentials of NFTs for artists, and the technology acceptance model to measure the acceptance of NFT adoption by creative students (TAM). In addition, secondary sources such as books, journal articles, and other published academic material were reviewed. By uncovering the potential benefits of NFTs for creative students, the research will serve as a foundation for future studies and initiatives aimed at integrating NFTs into high art education and supporting the growth and development of the creative industries.
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n European countries, digitalisation has found its way into almost all spheres of life, and the university sector is no exception. As far as the learning and teaching of foreign languages is concerned, the use of technology can enhance courses. Comparative studies concerned with the use of new media for learning and teaching languages show that there is no significant difference between the performance of students participating online or in hybrid settings, and the results achieved by students taking part in attendance-based courses. That is why the question arises as to whether Universities of Applied Sciences (UAS) could profit from implementing hybrid scenarios. In particular, this dissertation aims to answer the question as to whether the introduction of a Blended Learning course for English for Specific Purposes (ESP) leads to at least the same level of student performance as an attendance-based course with the same teaching content and if students in hybrid settings are more motivated and satisfied than their face-to-face counterparts. In addition, it explores whether teachers workloads during the semester increase in a hybrid setting and if organisational issues are simplified. To address these questions, a two-semester ESP-course at an Austrian UAS was analysed comprehensively using quantitative and qualitative methods. Results show that the performance of the Blended Learning course participants was equal to or better than that of the students who attended the face-to-face course. In addition, the hybrid learning environment is shown to have had a positive impact on student motivation and satisfaction. This study also indicates that the teachers workload increases, while the administrative workload decreases in Blended Learning environments. It can thus be concluded that Blended Learning, if based on a sound pedagogical-didactical concept, can add value to the teaching and learning of ESP, whilst the teachers additional tasks must be taken into account.
Article
Two areas of concern, technology-based learning (TBL) and autonomy are discussed in this paper and indicate a fundamental shift in the focus of practice in the field of learning. At the core of this shift is the fact that learning autonomy can be achieved through technology. The learners’ autonomy is a major issue faced by teachers. Autonomy is important because autonomous learners are motivated and their learning is effective and efficient. Because of the changing and increasingly varied landscapes of teaching and learning, the learners’ autonomy has to be carefully established. In view of this reason, TBL has established itself as a relevant method of learning from which students’ autonomy is expected to benefit. Technology in general and computers in particular also engage the learners in classroom learning through the enjoyment and the increased ease of learning it offers. Yet, teachers can not withdraw from the educational scene. They have wider responsibilities and more creative and challenging roles. They are the leaders who keep the gate to classroom use. What they need is to revise their knowledge because the eye-to-eye classroom methods and techniques are not fruitful in helping them find their way into the new landscapes of teaching and learning.
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Education is a fertile land for innovation and change. Technology, on its side, has always shown a deliberate potential to move language teaching and learning. Integral in the latter is the teacher-learner relationship. The entire study is about the importance of this relationship. It is also about the open paths for it, mainly within contexts that increasingly endorse tech-use. With that, teachers’ roles are expected to vary; thus, this work sheds light on how the use of online learning affects those roles. To fulfill the purpose of this work, data are gathered from a sample of 26 EFL teachers and 100 of their students at the University of Oran 2, Algeria. Questionnaires were conducted as well as interviews and classroom observation in the Department of English. This triad of instruments allowed for a corpus that fed the investigation. A breadth of attitudes and opinions pertaining to tech-use and the teacher-learner relationship were amassed. They showed that the teacher-learner rapport is fundamental, impactful, and valuable for the studied sample. In addition, respondents ‘subverted’, with their expressed views, the spread ‘fear’ and the thought that technology can replace teachers. For the majority of them, no machine can substitute good teachers, i.e. they stuck to face-to-face instruction (57.14%). 47.62% of them opted for blended learning whereas, surprisingly, none of them preferred online instruction. Based on those percentages, the work demonstrated that, for the investigated case, the future has two main paths instead of three: face-to-face and blended instruction. This also preserves teachers’ roles. The sample suggested many roles but the most notable one is the role of guiding. Within online learning environments, teachers will still be present to guide, supervise, and train students for online and auto-learning. As it has been found, teachers will keep doing their job in the best way they can. This study concludes that change touches methods, tools, means, and materials. The human aspect of teaching and learning will not be withdrawn. Ultimately, the teacher-learner relationship will be held important differently from what has been the custom though.
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The present article deals with an influx of coinages which are employed in the different domains of life and being established as Arabic words and ignoring their source languages. Their access to the Arabic language came due to importing new industrial products with their mosaic labels which let people hire them in their daily interlocutions. When such diversified products are exported to Arab countries – specifically Iraq, the Iraqis recruit the same labels as came from the origin country without finding any Arabic equivalent words for them. In doing so, they became borrowed words to Iraqi Arabic and some people think that they are already Arabic words. The aim of this research is to investigate those words and classify them into fields, then check up how people use them and how some of them turned to be slang not standard. Exploring such words also requires knowing whether they underwent morphophonemic changes of their structural templates or semantic shifts. A gloss of various words is employed in order to endorse the value of the study and give it more elegant flavor.
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Introduction The acceleration and availability of digital tools has fundamentally changed the classroom environment, making selecting the correct tools an increasingly important function for instructors. To assist educators seeking to introduce such tools into the classroom, this research describes the acceptance of productivity software as a pharmacy management course and collaboration tool by second-year student pharmacists. Methods A mixed methods approach assessed student pharmacists' acceptance and use of a cloud-based, productivity platform. All students were provided with Evernote Business to manage group-based assignments, facilitate team-based projects, and store course materials. Students were surveyed at three time points throughout the semester using a validated instrument based on the Unified Theory of Acceptance and Use of Technology (UTAUT). Software acceptance and applicability were assessed across time points and structural equation modeling determined UTAUT model fit. Focus groups provided direct student feedback guided by UTAUT. Results Baseline technology acceptance was lower for Evernote than Blackboard. Effort expectancy and attitudes toward technology improved in three of four items each for Evernote and anxiety toward using the new software declined from baseline. Model fit was not ideal, suggesting similar conditions for acceptance of either platform and performance expectancy may not significantly predict intention to use. Student feedback suggested that acceptance may be improved if software has college-wide buy-in and was required. Conclusions Introducing productivity software in the middle of the curriculum is not ideal, but could be impactful if provided earlier, integrated with existing systems, and aligned with observed students' learning needs.
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Throughout history, the ongoing technological progress has caused the economy to change in many aspects; furthermore, at times it triggered the dawn of a new era. In the 1980s, this happened for the last time and the digital economy has emerged over the last decades. Since then, the significance of approaches to technology enhanced learning (TEL) has increased rapidly. However, the relations between the digital economy and technology enhanced learning are hardly investigated. Therefore this study points out the known relations between technology enhanced learning and the digital economy by reviewing 1089 publications. Thereby one could recognize that the relations between the regularities of the digital economy and the field of technology enhanced learning have not been thoroughly researched yet.
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These are proceedings from the PBLMD Conference organized as part of WP7: Communication and Dissemination of Project Results within ERASMUS+ PBLMD project (www.pblmd.aau.dk). Conference theme: Student-centred problem-based active learning contributes substantially to the enhancement of students’ competitiveness and employability. It also contributes to research, allowing academic staff to engage in research-based teaching, bringing the latest business and scientific developments directly to the students. Student-centred problem-based active learning encourages students to work independently and constructively using academic staff as mentors and supervisors. It is a learning philosophy according to which the learning process is organized in such a way that the students actively engage in finding problems and answers to these problems; student-centred active learning also encourages students to pursue their own learning objectives and paths.
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