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While listening comprehension is one of the foundations for effective communication, the teaching and learning of listening is usually limited to conventional methods. Fortunately, with the development of technology, particularly 3D virtual reality, such limits as time and space encountered in a conventional classroom can be overcome. This study recruited 27 beginners in Chinese and arranged these...
Virtual labs play an important role in the current evolution of practical training in STEM (Science, Technology, Engineering, and Math) education, as they provide a solution to challenges faced by teachers in traditional labs, such as providing instant feedback to students, keeping them engaged and motivated, and enabling all students to carry out experiments at their own pace. They also reduce the...
Spatial thinking is a prevalent ability required in Science, Technology Engineering, and Math (STEM) domains, which suggests the importance of training spatial abilities. This study investigated a multimedia approach in terms of combing 3D animation and manipulation to train the spatial skills. 128 undergraduates recruited in the experiment revealed that the designed 3-D learning tool is a promising...
The relationship between the use of Geogebra and Technological Pedagogical Content and Knowledge (TPACK) by teachers has not been fully investigated and understood. Therefore, the aim of this study was to integrate GeoGebra technology to develop the TPACK of secondary school pre-service mathematics teachers. The participants of this study were 60 Indian teachers. Data were collected through the administration...
Fieldwork is widely considered as a vital part of undergraduate science and sustainability education. Virtual field trips (VFT) provide the possibility for students to participate in field trips from remote locations through live conferencing. In this study, we will examine whether drone-based virtual field trips can maintain the advantages of VFT and also address some of their shortcomings in order...
Personalization in the field of Technology Enhanced Learning (TEL) is a topic that received a lot of concern by researchers. At the same time, there is a growing amount of Open Educational Resources (OER) indexed according to the W3C standards. Relevant OERs can usefully complement the contents delivered to a learner during an online course. Computing the best OERs to offer to the learner at each...
The growing use of information technologies in the educational cycles has raised new requirements for the development of Personalized Learning Materials in terms of content reuse, customization, ease of creation and efficiency of production. In practical terms, the goal is the development of tools for creating reusable, granular, durable, and interoperable Learning Objects (LO), and to compose such...
Intelligent Tutoring Systems (ITSs) for Math still use traditional methods of input, such as computer keyboard and mouse. This strategy exposes students to a high extraneous cognitive load, due to the way the students are used to work, what could impair their learning. This paper presents a tool for Math ITSs that uses the student handwriting as data input. This tool was integrated into PAT2Math,...
In this paper we aim to assess students' visual behavior during problem solving. We propose to use the scan path metric to model the students' analytical reasoning process while solving medical cases. Fifteen participants were recruited for the experiment using an eye tracker to record their eye movements. Our preliminary results have implications for assessing novice clinicians' reasoning processe...
The aim of this research project is to evaluate a novel approach to providing academic integrity through behavioral pattern analysis for continuous and on-demand assessments. Our objective is to empower instructors with efficient and automated tools that promote accountability and academic integrity, while providing students with an accessible, non-invasive, privacy preserving and convenient validation...
Tools to generate game-based learning materials are seldom implemented in Massive Open Online Course (MOOC) platforms. First experiments with game-based learning MOOCs had shown good results. In my research, I will focus on the integration of game-based learning to the openHPI MOOC platform. The use of game-based learning materials will be evaluated in three iterations: (1) by existing means the platform...
The public availability of datasets of teaching resources is an issue for the design, development and evaluation of Information Retrieval and Recommender Systems in Technology Enhanced Learning. Recently, the Dataset of Joint Educational Entities (DAJEE) has provided the community with a very exhaustive collection of resources coming from Massive Open Online Courses. This work proposes a representation...
There is a strong need to make research more efficient resulting in more impactful outcomes, across the world and more so in developing countries. To improve research outcomes and impact on practitioners, effectiveness of student researchers (SRs), research supervisors (RSs) and communication of research findings need improvement. The study attempts to find out 1. Can Lean help improving these elements?...
This paper presents a research on using Word2Vec for determining implicit links in multi-participant Computer-Supported Collaborative Learning chat conversations. Word2Vec is a powerful and one of the newest Natural Language Processing semantic models used for computing text cohesion and similarity between documents. This research considers cohesion scores in terms of the strength of the semantic...
Identify the serious games that best meet the needs and expectations of teachers and pedagogical objectives of their courses remains a necessity about the integration of serious games in the learning process. Indeed, several serious games have developed in recent years, and it is often difficult for a teacher, not a computer scientist in particular, to find and choose a game that meets its specific...
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