Abstract: The purpose of the research was to determine
effectiveness of habilitation of preschool children with cerebral palsy
in the process of pedagogical support of their families. The author
presents the study of psychology-pedagogical problems of families
with preschool children with cerebral palsy and the universal
program of pedagogical support of families. In the conclusion, the
author determines effectiveness of social adaptation of children with
cerebral palsy and their families.
Abstract: The success of an e-learning system is highly
dependent on the quality of its educational content and how effective,
complete, and simple the design tool can be for teachers. Educational
modeling languages (EMLs) are proposed as design languages
intended to teachers for modeling diverse teaching-learning
experiences, independently of the pedagogical approach and in
different contexts. However, most existing EMLs are criticized for
being too abstract and too complex to be understood and manipulated
by teachers. In this paper, we present a visual EML that simplifies the
process of designing learning scenarios for teachers with no
programming background. Based on the conceptual framework of the
activity theory, our resulting visual EML focuses on using Domainspecific
modeling techniques to provide a pedagogical level of
abstraction in the design process.
Abstract: One of the main advantages of the LO paradigm is to
allow the availability of good quality, shareable learning material
through the Web. The effectiveness of the retrieval process requires a
formal description of the resources (metadata) that closely fits the
user-s search criteria; in spite of the huge international efforts in this
field, educational metadata schemata often fail to fulfil this
requirement. This work aims to improve the situation, by the
definition of a metadata model capturing specific didactic features of
shareable learning resources. It classifies LOs into “teacher-oriented"
and “student-oriented" categories, in order to describe the role a LO
is to play when it is integrated into the educational process. This
article describes the model and a first experimental validation process
that has been carried out in a controlled environment.
Abstract: The research investigates the “impact of VLE on mathematical concepts acquisition of the special education needs (SENs) students at KS4 secondary education sector" in England. The overall aim of the study is to establish possible areas of difficulties to approach for above or below knowledge standard requirements for KS4 students in the acquisition and validation of basic mathematical concepts. A teaching period, in which virtual learning environment (Fronter) was used to emphasise different mathematical perception and symbolic representation was carried out and task based survey conducted to 20 special education needs students [14 actually took part]. The result shows that students were able to process information and consider images, objects and numbers within the VLE at early stages of acquisition process. They were also able to carry out perceptual tasks but with limiting process of different quotient, thus they need teacher-s guidance to connect them to symbolic representations and sometimes coach them through. The pilot study further indicates that VLE curriculum approaches for students were minutely aligned with mathematics teaching which does not emphasise the integration of VLE into the existing curriculum and current teaching practice. There was also poor alignment of vision regarding the use of VLE in realisation of the objectives of teaching mathematics by the management. On the part of teacher training, not much was done to develop teacher-s skills in the technical and pedagogical aspects of VLE that is in-use at the school. The classroom observation confirmed teaching practice will find a reliance on VLE as an enhancer of mathematical skills, providing interaction and personalisation of learning to SEN students.
Abstract: Traditional higher-education classrooms allow lecturers to observe students- behaviours and responses to a particular pedagogy during learning in a way that can influence changes to the pedagogical approach. Within current e-learning systems it is difficult to perform continuous analysis of the cohort-s behavioural tendency, making real-time pedagogical decisions difficult. This paper presents a Virtual Learning Process Environment (VLPE) based on the Business Process Management (BPM) conceptual framework. Within the VLPE, course designers can model various education pedagogies in the form of learning process workflows using an intuitive flow diagram interface. These diagrams are used to visually track the learning progresses of a cohort of students. This helps assess the effectiveness of the chosen pedagogy, providing the information required to improve course design. A case scenario of a cohort of students is presented and quantitative statistical analysis of their learning process performance is gathered and displayed in realtime using dashboards.
Abstract: This paper focuses on a novel method for semantic
searching and retrieval of information about learning materials.
Metametadata encapsulate metadata instances by using the properties
and attributes provided by ontologies rather than describing learning
objects. A novel metametadata taxonomy has been developed which
provides the basis for a semantic search engine to extract, match and
map queries to retrieve relevant results. The use of ontological views
is a foundation for viewing the pedagogical content of metadata
extracted from learning objects by using the pedagogical attributes
from the metametadata taxonomy. Using the ontological approach
and metametadata (based on the metametadata taxonomy) we present
a novel semantic searching mechanism.These three strands – the
taxonomy, the ontological views, and the search algorithm – are
incorporated into a novel architecture (OMESCOD) which has been
implemented.
Abstract: The purpose of this research is the analysis of the
impact of ICT-related training in the adoption of a learning
management systems (LMS) for teaching practicesby faculties in a
higher education institution. Based on comparative analyses the
impact will be obtained by the number of LMS courses created and
managed by participants in ICT for teaching workshops and those
who have not attended to any workshops. Involving near 1320 LMS
courses and 265 faculties, the results evidence that(i) faculties who
have not attend any workshop present a larger distribution of empty
courses and (ii) faculties who have attended three or more workshops
managed a higher distribution of courses with a considerable level of
use intensity, when compared to the others groups. These findings
supportthe idea that faculty training is a crucial factor in the process
of LMS integration in higher education institutions and that faculties
who have been enrolled in three or more workshops develop a higher
level of technical and pedagogical proficiency in LMS.
Abstract: The dramatic effect of information technology on
society is undeniable. In education, it is evident in the use of terms
like active learning, blended learning, electronic learning and mobile
learning (ubiquitous learning). This study explores the perceptions of
54 learners in a higher education institution regarding the use of
mobile devices in a third year module. Using semi-structured
interviews, it was found that mobile devices had a positive impact on
learner motivation, engagement and enjoyment. It also improved the
consistency of learning material, and the convenience and flexibility
(anywhere, anytime) of learning. User-interfacelimitation, bandwidth
and cognitive overload, however, were of concern. The use of cloud
based resources like Youtube and Google Docs, through mobile
devices, positively influenced learner perceptions, making them
prosumers (both consumers and producers) of education content.
Abstract: This paper presents the outcomes of a qualitative
study which aims to investigate the pedagogical potentials of serious
games in the preparation of future teachers. The authors discuss the
existing problems and barriers associated with the organization of
teaching practices in Bulgaria as part of the pre-service teacher
training, as well as the attitudes and perceptions of the interviewed
academics, teachers and trainees concerning the integration of serious
games in the teaching practicum. The study outcomes strongly
confirm the positive attitudes of the respondents to the introduction
of virtual learning environments for the development of professional
skills of future teachers as a supplement to the traditional forms of
education. Through the inclusion of serious games it is expected to
improve the quality of practical training of pre-service teachers as
they overcome many of the problems identified in the existing
teaching practices. The outcomes of the study will inform the design
of the educational simulation software which is part of the project
SimAula Tomorrow's Teachers Training.
Abstract: The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.
Abstract: This paper proposes a declarative language for
knowledge representation (Ibn Rochd), and its environment of
exploitation (DeGSE). This DeGSE system was designed and
developed to facilitate Ibn Rochd writing applications. The system
was tested on several knowledge bases by ascending complexity,
culminating in a system for recognition of a plant or a tree, and
advisors to purchase a car, for pedagogical and academic guidance,
or for bank savings and credit. Finally, the limits of the language and
research perspectives are stated.
Abstract: The scope of this research was to study the relation between the facial expressions of three lecturers in a real academic lecture theatre and the reactions of the students to those expressions. The first experiment aimed to investigate the effectiveness of a virtual lecturer-s expressions on the students- learning outcome in a virtual pedagogical environment. The second experiment studied the effectiveness of a single facial expression, i.e. the smile, on the students- performance. Both experiments involved virtual lectures, with virtual lecturers teaching real students. The results suggest that the students performed better by 86%, in the lectures where the lecturer performed facial expressions compared to the results of the lectures that did not use facial expressions. However, when simple or basic information was used, the facial expressions of the virtual lecturer had no substantial effect on the students- learning outcome. Finally, the appropriate use of smiles increased the interest of the students and consequently their performance.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Abstract: Teaching and learning about sustainability is a pedagogical endeavour with various innate difficulties and increased demands. Higher education has a dual role to play in addressing this challenge: to identify and explore innovative approaches and tools for addressing the complex and value-laden nature of sustainability in more meaningful ways, and to help teachers to integrate these approaches into their practice through appropriate professional development programs. The study reported here was designed and carried out within the context of a Masters course in Environmental Education. Eight teachers were collaboratively engaged in reconstructing a digital game microworld which was deliberately designed by the researchers to be questioned and evoke critical discussion on the idea of ‘sustainable city’. The study was based on the design-based research method. The findings indicate that the teachers’ involvement in processes of co-constructing the microworld initiated discussion and reflection upon the concepts of sustainability and sustainable lifestyles.
Abstract: The link between coordinate transformations in the plane and their effects on the graph of a function can be difficult for students studying college level mathematics to comprehend. To solidify this conceptual link in the mind of a student Microsoft Excel can serve as a convenient graphing tool and pedagogical aid. The authors of this paper describe how various transformations and their related functional symmetry properties can be graphically displayed with an Excel spreadsheet.
Abstract: In this paper, we give an overview of an online elearning
tool which has been developed for kids aged from nine to
eleven years old in Mauritius for the self-study of Mathematics in
order to prepare them for the CPE examination. The software does
not intend to render obsolete the existing pedagogical approaches.
Nowadays, the teaching-learning process is mainly focused towards
the class-room model. Moreover, most of the e-learning platforms
that exist are simply static ways of delivering resources using the
internet. There is nearly no interaction between the learner and the
tool. Our application will enable students to practice exercises online
and also work out sample examination papers. Another interesting
feature is that the kid will not have to wait for someone to correct the
work as the correction will be done online and on the spot. Additional
feedback is also provided for some exercises.