Sample records for computer learning environments

  1. Co-Regulation of Learning in Computer-Supported Collaborative Learning Environments: A Discussion

    ERIC Educational Resources Information Center

    Chan, Carol K. K.

    2012-01-01

    This discussion paper for this special issue examines co-regulation of learning in computer-supported collaborative learning (CSCL) environments extending research on self-regulated learning in computer-based environments. The discussion employs a socio-cognitive perspective focusing on social and collective views of learning to examine how…

  2. Policy Issues in Computer Education. Assessing the Cognitive Consequences of Computer Environments for Learning (ACCCEL).

    ERIC Educational Resources Information Center

    Linn, Marcia

    This paper analyzes the capabilities of the computer learning environment identified by the Assessing the Cognitive Consequences of Computer Environments for Learning (ACCCEL) Project, augments the analysis with experimental work, and discusses how schools can implement policies which provide for the maximum potential of computers. The ACCCEL…

  3. Should Computing Be Taught in Single-Sex Environments? An Analysis of the Computing Learning Environment of Upper Secondary Students

    ERIC Educational Resources Information Center

    Logan, Keri

    2007-01-01

    It has been well established in the literature that girls are turning their backs on computing courses at all levels of the education system. One reason given for this is that the computer learning environment is not conducive to girls, and it is often suggested that they would benefit from learning computing in a single-sex environment. The…

  4. A Drawing and Multi-Representational Computer Environment for Beginners' Learning of Programming Using C: Design and Pilot Formative Evaluation

    ERIC Educational Resources Information Center

    Kordaki, Maria

    2010-01-01

    This paper presents both the design and the pilot formative evaluation study of a computer-based problem-solving environment (named LECGO: Learning Environment for programming using C using Geometrical Objects) for the learning of computer programming using C by beginners. In its design, constructivist and social learning theories were taken into…

  5. Students' Perceptions of Computer-Based Learning Environments, Their Attitude towards Business Statistics, and Their Academic Achievement: Implications from a UK University

    ERIC Educational Resources Information Center

    Nguyen, ThuyUyen H.; Charity, Ian; Robson, Andrew

    2016-01-01

    This study investigates students' perceptions of computer-based learning environments, their attitude towards business statistics, and their academic achievement in higher education. Guided by learning environments concepts and attitudinal theory, a theoretical model was proposed with two instruments, one for measuring the learning environment and…

  6. ComputerTown: A Do-It-Yourself Community Computer Project. [Computer Town, USA and Other Microcomputer Based Alternatives to Traditional Learning Environments].

    ERIC Educational Resources Information Center

    Zamora, Ramon M.

    Alternative learning environments offering computer-related instruction are developing around the world. Storefront learning centers, museum-based computer facilities, and special theme parks are some of the new concepts. ComputerTown, USA! is a public access computer literacy project begun in 1979 to serve both adults and children in Menlo Park…

  7. Computer Support of Operator Training: Constructing and Testing a Prototype of a CAL (Computer Aided Learning) Supported Simulation Environment.

    ERIC Educational Resources Information Center

    Zillesen, P. G. van Schaick; And Others

    Instructional feedback given to the learners during computer simulation sessions may be greatly improved by integrating educational computer simulation programs with hypermedia-based computer-assisted learning (CAL) materials. A prototype of a learning environment of this type called BRINE PURIFICATION was developed for use in corporate training…

  8. Conducting and Supporting a Goal-Based Scenario Learning Environment.

    ERIC Educational Resources Information Center

    Montgomery, Joel; And Others

    1994-01-01

    Discussion of goal-based scenario (GBS) learning environments focuses on a training module designed to prepare consultants with new skills in managing clients, designing user-friendly graphical computer interfaces, and working in a client/server computing environment. Transforming the environment from teaching focused to learning focused is…

  9. Determinants of Computer Self-Efficacy--An Examination of Learning Motivations and Learning Environments

    ERIC Educational Resources Information Center

    Hsu, Wen-Kai K.; Huang, Show-Hui S.

    2006-01-01

    The purpose of this article is to discuss determinants of computer self-efficacy from the perspective of participant internal learning motivations and external learning environments. The former consisted of three motivations--interest, trend, and employment--while the latter comprised two environments--home and school. Through an intermediate…

  10. The Contribution of Visualization to Learning Computer Architecture

    ERIC Educational Resources Information Center

    Yehezkel, Cecile; Ben-Ari, Mordechai; Dreyfus, Tommy

    2007-01-01

    This paper describes a visualization environment and associated learning activities designed to improve learning of computer architecture. The environment, EasyCPU, displays a model of the components of a computer and the dynamic processes involved in program execution. We present the results of a research program that analysed the contribution of…

  11. Scaffolding and Integrated Assessment in Computer Assisted Learning (CAL) for Children with Learning Disabilities

    ERIC Educational Resources Information Center

    Beale, Ivan L.

    2005-01-01

    Computer assisted learning (CAL) can involve a computerised intelligent learning environment, defined as an environment capable of automatically, dynamically and continuously adapting to the learning context. One aspect of this adaptive capability involves automatic adjustment of instructional procedures in response to each learner's performance,…

  12. Learners' Perceptions and Illusions of Adaptivity in Computer-Based Learning Environments

    ERIC Educational Resources Information Center

    Vandewaetere, Mieke; Vandercruysse, Sylke; Clarebout, Geraldine

    2012-01-01

    Research on computer-based adaptive learning environments has shown exemplary growth. Although the mechanisms of effective adaptive instruction are unraveled systematically, little is known about the relative effect of learners' perceptions of adaptivity in adaptive learning environments. As previous research has demonstrated that the learners'…

  13. Computers and Individualized Instruction: Moving to Alternative Learning Environments.

    ERIC Educational Resources Information Center

    Robbat, Richard J.

    The overall focus of this booklet is on planning for change that allows for integration of computers into articulated learning environments that will enhance the learning goal of students. The first chapter presents four major themes to increase the likelihood of combining computers and individualized instruction in schools: (1) a revitalized form…

  14. Software Application for Computer Aided Vocabulary Learning in a Blended Learning Environment

    ERIC Educational Resources Information Center

    Essam, Rasha

    2010-01-01

    This study focuses on the effect of computer-aided vocabulary learning software called "ArabCAVL" on students' vocabulary acquisition. It was hypothesized that students who use the ArabCAVL software in blended learning environment will surpass students who use traditional vocabulary learning strategies in face-to-face learning…

  15. The role of physicality in rich programming environments

    NASA Astrophysics Data System (ADS)

    Liu, Allison S.; Schunn, Christian D.; Flot, Jesse; Shoop, Robin

    2013-12-01

    Computer science proficiency continues to grow in importance, while the number of students entering computer science-related fields declines. Many rich programming environments have been created to motivate student interest and expertise in computer science. In the current study, we investigated whether a recently created environment, Robot Virtual Worlds (RVWs), can be used to teach computer science principles within a robotics context by examining its use in high-school classrooms. We also investigated whether the lack of physicality in these environments impacts student learning by comparing classrooms that used either virtual or physical robots for the RVW curriculum. Results suggest that the RVW environment leads to significant gains in computer science knowledge, that virtual robots lead to faster learning, and that physical robots may have some influence on algorithmic thinking. We discuss the implications of physicality in these programming environments for learning computer science.

  16. Examining Metacognitive Processes in Exploratory Computer-Based Learning Environments Using Activity Log Analysis

    ERIC Educational Resources Information Center

    Chang, Yoo Kyung

    2010-01-01

    Metacognition is widely studied for its influence on the effectiveness of learning. With Exploratory Computer-Based Learning Environments (ECBLE), metacognition is found to be especially important because these environments require adaptive metacognitive control by the learners due to their open-ended structure that allows for multiple learning…

  17. Smart learning services based on smart cloud computing.

    PubMed

    Kim, Svetlana; Song, Su-Mi; Yoon, Yong-Ik

    2011-01-01

    Context-aware technologies can make e-learning services smarter and more efficient since context-aware services are based on the user's behavior. To add those technologies into existing e-learning services, a service architecture model is needed to transform the existing e-learning environment, which is situation-aware, into the environment that understands context as well. The context-awareness in e-learning may include the awareness of user profile and terminal context. In this paper, we propose a new notion of service that provides context-awareness to smart learning content in a cloud computing environment. We suggest the elastic four smarts (E4S)--smart pull, smart prospect, smart content, and smart push--concept to the cloud services so smart learning services are possible. The E4S focuses on meeting the users' needs by collecting and analyzing users' behavior, prospecting future services, building corresponding contents, and delivering the contents through cloud computing environment. Users' behavior can be collected through mobile devices such as smart phones that have built-in sensors. As results, the proposed smart e-learning model in cloud computing environment provides personalized and customized learning services to its users.

  18. Smart Learning Services Based on Smart Cloud Computing

    PubMed Central

    Kim, Svetlana; Song, Su-Mi; Yoon, Yong-Ik

    2011-01-01

    Context-aware technologies can make e-learning services smarter and more efficient since context-aware services are based on the user’s behavior. To add those technologies into existing e-learning services, a service architecture model is needed to transform the existing e-learning environment, which is situation-aware, into the environment that understands context as well. The context-awareness in e-learning may include the awareness of user profile and terminal context. In this paper, we propose a new notion of service that provides context-awareness to smart learning content in a cloud computing environment. We suggest the elastic four smarts (E4S)—smart pull, smart prospect, smart content, and smart push—concept to the cloud services so smart learning services are possible. The E4S focuses on meeting the users’ needs by collecting and analyzing users’ behavior, prospecting future services, building corresponding contents, and delivering the contents through cloud computing environment. Users’ behavior can be collected through mobile devices such as smart phones that have built-in sensors. As results, the proposed smart e-learning model in cloud computing environment provides personalized and customized learning services to its users. PMID:22164048

  19. Monitoring Collaborative Activities in Computer Supported Collaborative Learning

    ERIC Educational Resources Information Center

    Persico, Donatella; Pozzi, Francesca; Sarti, Luigi

    2010-01-01

    Monitoring the learning process in computer supported collaborative learning (CSCL) environments is a key element for supporting the efficacy of tutor actions. This article proposes an approach for analysing learning processes in a CSCL environment to support tutors in their monitoring tasks. The approach entails tracking the interactions within…

  20. Learning in Transformational Computer Games: Exploring Design Principles for a Nanotechnology Game

    ERIC Educational Resources Information Center

    Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark

    2012-01-01

    Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…

  1. The Effects of Study Tasks in a Computer-Based Chemistry Learning Environment

    ERIC Educational Resources Information Center

    Urhahne, Detlef; Nick, Sabine; Poepping, Anna Christin; Schulz , Sarah Jayne

    2013-01-01

    The present study examines the effects of different study tasks on the acquisition of knowledge about acids and bases in a computer-based learning environment. Three different task formats were selected to create three treatment conditions: learning with gap-fill and matching tasks, learning with multiple-choice tasks, and learning only from text…

  2. Dynamic Scaffolding of Socially Regulated Learning in a Computer-Based Learning Environment

    ERIC Educational Resources Information Center

    Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter

    2012-01-01

    The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…

  3. A Two-Tier Test-Based Approach to Improving Students' Computer-Programming Skills in a Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Yang, Tzu-Chi; Hwang, Gwo-Jen; Yang, Stephen J. H.; Hwang, Gwo-Haur

    2015-01-01

    Computer programming is an important skill for engineering and computer science students. However, teaching and learning programming concepts and skills has been recognized as a great challenge to both teachers and students. Therefore, the development of effective learning strategies and environments for programming courses has become an important…

  4. The Development of a Learning Dashboard for Lecturers: A Case Study on a Student-Centered E-Learning Environment

    ERIC Educational Resources Information Center

    Santoso, Harry B.; Batuparan, Alivia Khaira; Isal, R. Yugo K.; Goodridge, Wade H.

    2018-01-01

    Student Centered e-Learning Environment (SCELE) is a Moodle-based learning management system (LMS) that has been modified to enhance learning within a computer science department curriculum offered by the Faculty of Computer Science of large public university in Indonesia. This Moodle provided a mechanism to record students' activities when…

  5. Examining the Roles of Blended Learning Approaches in Computer-Supported Collaborative Learning (CSCL) Environments: A Delphi Study

    ERIC Educational Resources Information Center

    So, Hyo-Jeong; Bonk, Curtis J.

    2010-01-01

    In this study, a Delphi method was used to identify and predict the roles of blended learning approaches in computer-supported collaborative learning (CSCL) environments. The Delphi panel consisted of experts in online learning from different geographic regions of the world. This study discusses findings related to (a) pros and cons of blended…

  6. Using Wikis as a Support and Assessment Tool in Collaborative Digital Game-Based Learning Environments

    ERIC Educational Resources Information Center

    Samur, Yavuz

    2011-01-01

    In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…

  7. A Mixed-Methods Exploration of an Environment for Learning Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches…

  8. The Influence of Self-Regulated Learning and Prior Knowledge on Knowledge Acquisition in Computer-Based Learning Environments

    ERIC Educational Resources Information Center

    Bernacki, Matthew

    2010-01-01

    This study examined how learners construct textbase and situation model knowledge in hypertext computer-based learning environments (CBLEs) and documented the influence of specific self-regulated learning (SRL) tactics, prior knowledge, and characteristics of the learner on posttest knowledge scores from exposure to a hypertext. A sample of 160…

  9. Construction of a Digital Learning Environment Based on Cloud Computing

    ERIC Educational Resources Information Center

    Ding, Jihong; Xiong, Caiping; Liu, Huazhong

    2015-01-01

    Constructing the digital learning environment for ubiquitous learning and asynchronous distributed learning has opened up immense amounts of concrete research. However, current digital learning environments do not fully fulfill the expectations on supporting interactive group learning, shared understanding and social construction of knowledge.…

  10. The New Learning Ecology of One-to-One Computing Environments: Preparing Teachers for Shifting Dynamics and Relationships

    ERIC Educational Resources Information Center

    Spires, Hiller A.; Oliver, Kevin; Corn, Jenifer

    2012-01-01

    Despite growing research and evaluation results on one-to-one computing environments, how these environments affect learning in schools remains underexamined. The purpose of this article is twofold: (a) to use a theoretical lens, namely a new learning ecology, to frame the dynamic changes as well as challenges that are introduced by a one-to-one…

  11. Exploring Quadrilaterals in a Small Group Computing Environment

    ERIC Educational Resources Information Center

    Lai, Kevin; White, Tobin

    2012-01-01

    Though cooperative learning has been a topic of considerable interest in educational research, there has been little study specific to learning in the mathematics content area of geometry. This paper seeks to address that gap through a design experiment featuring a novel small-group computing environment for supporting student learning about…

  12. Using Scenarios to Design Complex Technology-Enhanced Learning Environments

    ERIC Educational Resources Information Center

    de Jong, Ton; Weinberger, Armin; Girault, Isabelle; Kluge, Anders; Lazonder, Ard W.; Pedaste, Margus; Ludvigsen, Sten; Ney, Muriel; Wasson, Barbara; Wichmann, Astrid; Geraedts, Caspar; Giemza, Adam; Hovardas, Tasos; Julien, Rachel; van Joolingen, Wouter R.; Lejeune, Anne; Manoli, Constantinos C.; Matteman, Yuri; Sarapuu, Tago; Verkade, Alex; Vold, Vibeke; Zacharia, Zacharias C.

    2012-01-01

    Science Created by You (SCY) learning environments are computer-based environments in which students learn about science topics in the context of addressing a socio-scientific problem. Along their way to a solution for this problem students produce many types of intermediate products or learning objects. SCY learning environments center the entire…

  13. The Use of Engineering Design Concept for Computer Programming Course: A Model of Blended Learning Environment

    ERIC Educational Resources Information Center

    Tritrakan, Kasame; Kidrakarn, Pachoen; Asanok, Manit

    2016-01-01

    The aim of this research is to develop a learning model which blends factors from learning environment and engineering design concept for learning in computer programming course. The usage of the model was also analyzed. This study presents the design, implementation, and evaluation of the model. The research methodology is divided into three…

  14. Supporting Self-Regulated Learning in Computer-Based Learning Environments: Systematic Review of Effects of Scaffolding in the Domain of Science Education

    ERIC Educational Resources Information Center

    Devolder, A.; van Braak, J.; Tondeur, J.

    2012-01-01

    Despite the widespread assumption that students require scaffolding support for self-regulated learning (SRL) processes in computer-based learning environments (CBLEs), there is little clarity as to which types of scaffolds are most effective. This study offers a literature review covering the various scaffolds that support SRL processes in the…

  15. ICCE/ICCAI 2000 Full & Short Papers (Computer-Assisted Language Learning).

    ERIC Educational Resources Information Center

    2000

    This document contains the following full and short papers on computer-assisted language learning (CALL) from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction): (1) "A Computer-Assisted English Abstract Words Learning Environment on the Web" (Wenli Tsou and…

  16. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments

    ERIC Educational Resources Information Center

    Scoresby, Jon; Shelton, Brett E.

    2011-01-01

    The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…

  17. The Teaching Voice on the Learning Platform: Seeking Classroom Climates within a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Crook, Charles; Cluley, Robert

    2009-01-01

    University staff are now encouraged to supplement their classroom activity with computer-based tools and resources accessible through virtual learning environments (VLEs). Meanwhile, university students increasingly make recreational use of computer networks in the form of various social software applications. This paper explores tensions of…

  18. Compute-to-Learn: Authentic Learning via Development of Interactive Computer Demonstrations within a Peer-Led Studio Environment

    ERIC Educational Resources Information Center

    Jafari, Mina; Welden, Alicia Rae; Williams, Kyle L.; Winograd, Blair; Mulvihill, Ellen; Hendrickson, Heidi P.; Lenard, Michael; Gottfried, Amy; Geva, Eitan

    2017-01-01

    In this paper, we report on the implementation of a novel compute-to-learn pedagogy, which is based upon the theories of situated cognition and meaningful learning. The "compute-to-learn" pedagogy is designed to simulate an authentic research experience as part of the undergraduate curriculum, including project development, teamwork,…

  19. Reinforcement learning in computer vision

    NASA Astrophysics Data System (ADS)

    Bernstein, A. V.; Burnaev, E. V.

    2018-04-01

    Nowadays, machine learning has become one of the basic technologies used in solving various computer vision tasks such as feature detection, image segmentation, object recognition and tracking. In many applications, various complex systems such as robots are equipped with visual sensors from which they learn state of surrounding environment by solving corresponding computer vision tasks. Solutions of these tasks are used for making decisions about possible future actions. It is not surprising that when solving computer vision tasks we should take into account special aspects of their subsequent application in model-based predictive control. Reinforcement learning is one of modern machine learning technologies in which learning is carried out through interaction with the environment. In recent years, Reinforcement learning has been used both for solving such applied tasks as processing and analysis of visual information, and for solving specific computer vision problems such as filtering, extracting image features, localizing objects in scenes, and many others. The paper describes shortly the Reinforcement learning technology and its use for solving computer vision problems.

  20. Agent-Based Learning Environments as a Research Tool for Investigating Teaching and Learning.

    ERIC Educational Resources Information Center

    Baylor, Amy L.

    2002-01-01

    Discusses intelligent learning environments for computer-based learning, such as agent-based learning environments, and their advantages over human-based instruction. Considers the effects of multiple agents; agents and research design; the use of Multiple Intelligent Mentors Instructing Collaboratively (MIMIC) for instructional design for…

  1. A service based adaptive U-learning system using UX.

    PubMed

    Jeong, Hwa-Young; Yi, Gangman

    2014-01-01

    In recent years, traditional development techniques for e-learning systems have been changing to become more convenient and efficient. One new technology in the development of application systems includes both cloud and ubiquitous computing. Cloud computing can support learning system processes by using services while ubiquitous computing can provide system operation and management via a high performance technical process and network. In the cloud computing environment, a learning service application can provide a business module or process to the user via the internet. This research focuses on providing the learning material and processes of courses by learning units using the services in a ubiquitous computing environment. And we also investigate functions that support users' tailored materials according to their learning style. That is, we analyzed the user's data and their characteristics in accordance with their user experience. We subsequently applied the learning process to fit on their learning performance and preferences. Finally, we demonstrate how the proposed system outperforms learning effects to learners better than existing techniques.

  2. A Service Based Adaptive U-Learning System Using UX

    PubMed Central

    Jeong, Hwa-Young

    2014-01-01

    In recent years, traditional development techniques for e-learning systems have been changing to become more convenient and efficient. One new technology in the development of application systems includes both cloud and ubiquitous computing. Cloud computing can support learning system processes by using services while ubiquitous computing can provide system operation and management via a high performance technical process and network. In the cloud computing environment, a learning service application can provide a business module or process to the user via the internet. This research focuses on providing the learning material and processes of courses by learning units using the services in a ubiquitous computing environment. And we also investigate functions that support users' tailored materials according to their learning style. That is, we analyzed the user's data and their characteristics in accordance with their user experience. We subsequently applied the learning process to fit on their learning performance and preferences. Finally, we demonstrate how the proposed system outperforms learning effects to learners better than existing techniques. PMID:25147832

  3. The Effectiveness of Self-Regulated Learning Scaffolds on Academic Performance in Computer-Based Learning Environments: A Meta-Analysis

    ERIC Educational Resources Information Center

    Zheng, Lanqin

    2016-01-01

    This meta-analysis examined research on the effects of self-regulated learning scaffolds on academic performance in computer-based learning environments from 2004 to 2015. A total of 29 articles met inclusion criteria and were included in the final analysis with a total sample size of 2,648 students. Moderator analyses were performed using a…

  4. A Road to Understanding: A Qualitative Study into Why Learners Drop out of a Blended Language Learning (BLL) Environment

    ERIC Educational Resources Information Center

    Stracke, Elke

    2007-01-01

    This paper addresses the views of students of blended language learning (BLL)--a particular learning and teaching environment, that combines face-to-face (f2f) and computer-assisted language learning (CALL). In this instance, the "blend" consisted of learners' independent self-study phases at a computer, with a CD-ROM, and traditional f2f…

  5. From Virtual Environments to Physical Environments: Exploring Interactivity in Ubiquitous-Learning Systems

    ERIC Educational Resources Information Center

    Peng, Hsinyi; Chou, Chien; Chang, Chun-Yu

    2008-01-01

    Computing devices and applications are now used beyond the desktop, in diverse environments, and this trend toward ubiquitous computing is evolving. In this study, we re-visit the interactivity concept and its applications for interactive function design in a ubiquitous-learning system (ULS). Further, we compare interactivity dimensions and…

  6. Mathematical Language Development and Talk Types in Computer Supported Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Symons, Duncan; Pierce, Robyn

    2015-01-01

    In this study we examine the use of cumulative and exploratory talk types in a year 5 computer supported collaborative learning environment. The focus for students in this environment was to participate in mathematical problem solving, with the intention of developing the proficiencies of problem solving and reasoning. Findings suggest that…

  7. Learning Oceanography from a Computer Simulation Compared with Direct Experience at Sea

    ERIC Educational Resources Information Center

    Winn, William; Stahr, Frederick; Sarason, Christian; Fruland, Ruth; Oppenheimer, Peter; Lee, Yen-Ling

    2006-01-01

    Considerable research has compared how students learn science from computer simulations with how they learn from "traditional" classes. Little research has compared how students learn science from computer simulations with how they learn from direct experience in the real environment on which the simulations are based. This study compared two…

  8. The Impact of Computer-Mediated Communication Environments on Foreign Language Learning: A Review of the Literature

    ERIC Educational Resources Information Center

    Mahdi, Hassan Saleh

    2014-01-01

    This article reviews the literature on the implementation of computer-mediated communication (CMC) in language learning, aiming at understanding how CMC environments have been implemented to foster language learning. The paper draws on 40 recent research articles selected from 10 peer-reviewed journals, 2 book chapters and one conference…

  9. Detecting and Understanding the Impact of Cognitive and Interpersonal Conflict in Computer Supported Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Prata, David Nadler; Baker, Ryan S. J. d.; Costa, Evandro d. B.; Rose, Carolyn P.; Cui, Yue; de Carvalho, Adriana M. J. B.

    2009-01-01

    This paper presents a model which can automatically detect a variety of student speech acts as students collaborate within a computer supported collaborative learning environment. In addition, an analysis is presented which gives substantial insight as to how students' learning is associated with students' speech acts, knowledge that will…

  10. Effects of Self-Regulatory Status and Practice Type on Student Performance in the Mobile Learning Environment

    ERIC Educational Resources Information Center

    Tutty, Jeremy Ian

    2013-01-01

    The next generation of computer-based learning environments has arrived. This generation of technology is characterized by mobile and portable devices such as smartphones and tablet computers with wireless broadband access. With these devices comes the promise of extending the online learning revolution. The purpose of this study was to…

  11. Using E-Learning and ICT Courses in Educational Environment: A Review

    ERIC Educational Resources Information Center

    Salehi, Hadi; Shojaee, Mohammad; Sattar, Susan

    2015-01-01

    With the quick emergence of computers and related technology, Electronic-learning (E-learning) and Information Communication and Technology (ICT) have been extensively utilized in the education and training field. Miscellaneous methods of integrating computer technology and the context in which computers are used have affected student learning in…

  12. Integrating Model-Driven and Data-Driven Techniques for Analyzing Learning Behaviors in Open-Ended Learning Environments

    ERIC Educational Resources Information Center

    Kinnebrew, John S.; Segedy, James R.; Biswas, Gautam

    2017-01-01

    Research in computer-based learning environments has long recognized the vital role of adaptivity in promoting effective, individualized learning among students. Adaptive scaffolding capabilities are particularly important in open-ended learning environments, which provide students with opportunities for solving authentic and complex problems, and…

  13. Exploring the Effects of the Computational Experiment Approach to the Epistemic Beliefs, the Motivation, the Use of Modeling Indicators and Conceptual Understanding in Three Different Computational Learning Environments

    ERIC Educational Resources Information Center

    Psycharis, Sarantos

    2013-01-01

    Contemporary teaching and learning approaches expect students--at any level of education--to be active producers of knowledge. This leads to the need for creation of instructional strategies, learning environments and tasks that can offer students opportunities for active learning. Research argues that one of the most meaningful and engaging forms…

  14. Developing an Efficient Computational Method that Estimates the Ability of Students in a Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2012-01-01

    This paper presents a computational method that can efficiently estimate the ability of students from the log files of a Web-based learning environment capturing their problem solving processes. The computational method developed in this study approximates the posterior distribution of the student's ability obtained from the conventional Bayes…

  15. Making Visible the Behaviors that Influence Learning Environment: A Qualitative Exploration of Computer Science Classrooms

    ERIC Educational Resources Information Center

    Barker, Lecia J.; Garvin-Doxas, Kathy

    2004-01-01

    The authors conducted ethnographic research to provide deep understanding of the learning environment of a selection of computer science classrooms at a large, research university in the United States. Categories emerging from data analysis included (1) impersonal environment and guarded behavior; and (2) the creation and maintenance of informal…

  16. Understanding the Effects of Databases as Cognitive Tools in a Problem-Based Multimedia Learning Environment

    ERIC Educational Resources Information Center

    Li, Rui; Liu, Min

    2007-01-01

    The purpose of this study is to examine the potential of using computer databases as cognitive tools to share learners' cognitive load and facilitate learning in a multimedia problem-based learning (PBL) environment designed for sixth graders. Two research questions were: (a) can the computer database tool share sixth-graders' cognitive load? and…

  17. Why Virtual, Why Environments? Implementing Virtual Reality Concepts in Computer-Assisted Language Learning.

    ERIC Educational Resources Information Center

    Schwienhorst, Klaus

    2002-01-01

    Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…

  18. On Mediation in Virtual Learning Environments.

    ERIC Educational Resources Information Center

    Davies, Larry; Hassan, W. Shukry

    2001-01-01

    Discusses concepts of mediation and focuses on the importance of implementing comprehensive virtual learning environments. Topics include education and technology as they relate to cultural change, social institutions, the Internet and computer-mediated communication, software design and human-computer interaction, the use of MOOs, and language.…

  19. The Effects of Study Tasks in a Computer-Based Chemistry Learning Environment

    NASA Astrophysics Data System (ADS)

    Urhahne, Detlef; Nick, Sabine; Poepping, Anna Christin; Schulz, Sarah Jayne

    2013-12-01

    The present study examines the effects of different study tasks on the acquisition of knowledge about acids and bases in a computer-based learning environment. Three different task formats were selected to create three treatment conditions: learning with gap-fill and matching tasks, learning with multiple-choice tasks, and learning only from text and figures without any additional tasks. Participants were 196 ninth-grade students who learned with a self-developed multimedia program in a pretest-posttest control group design. Research results reveal that gap-fill and matching tasks were most effective in promoting knowledge acquisition, followed by multiple-choice tasks, and no tasks at all. The findings are in line with previous research on this topic. The effects can possibly be explained by the generation-recognition model, which predicts that gap-fill and matching tasks trigger more encompassing learning processes than multiple-choice tasks. It is concluded that instructional designers should incorporate more challenging study tasks for enhancing the effectiveness of computer-based learning environments.

  20. Self-Regulated Learning in Technology Enhanced Learning Environments: An Investigation with University Students

    ERIC Educational Resources Information Center

    Lenne, Dominique; Abel, Marie-Helene; Trigano, Philippe; Leblanc, Adeline

    2008-01-01

    In Technology Enhanced Learning Environments, self-regulated learning (SRL) partly relies on the features of the technological tools. The authors present two environments they designed in order to facilitate SRL: the first one (e-Dalgo) is a website dedicated to the learning of algorithms and computer programming. It is structured as a classical…

  1. Successful Implementation of a Computer-Supported Collaborative Learning System in Teaching E-Commerce

    ERIC Educational Resources Information Center

    Ngai, E. W. T.; Lam, S. S.; Poon, J. K. L.

    2013-01-01

    This paper describes the successful application of a computer-supported collaborative learning system in teaching e-commerce. The authors created a teaching and learning environment for 39 local secondary schools to introduce e-commerce using a computer-supported collaborative learning system. This system is designed to equip students with…

  2. Computer-Assisted Language Learning: Diversity in Research and Practice

    ERIC Educational Resources Information Center

    Stockwell, Glenn, Ed.

    2012-01-01

    Computer-assisted language learning (CALL) is an approach to teaching and learning languages that uses computers and other technologies to present, reinforce, and assess material to be learned, or to create environments where teachers and learners can interact with one another and the outside world. This book provides a much-needed overview of the…

  3. Models of Educational Computing @ Home: New Frontiers for Research on Technology in Learning.

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Fishman, Barry J.; Bruckman, Amy S.; Rockman, Saul

    2002-01-01

    Discusses models of home educational computing that are linked to learning in school and recommends the need for research that addresses the home as a computer-based learning environment. Topics include a history of research on educational computing at home; technological infrastructure, including software and compatibility; Internet access;…

  4. Knowledge Organization through Multiple Representations in a Computer-Supported Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Namdar, Bahadir; Shen, Ji

    2018-01-01

    Computer-supported collaborative learning (CSCL) environments provide learners with multiple representational tools for storing, sharing, and constructing knowledge. However, little is known about how learners organize knowledge through multiple representations about complex socioscientific issues. Therefore, the purpose of this study was to…

  5. Using Coherence Analysis to Characterize Self-Regulated Learning Behaviours in Open-Ended Learning Environments

    ERIC Educational Resources Information Center

    Segedy, James R.; Kinnebrew, John S.; Biswas, Gautam

    2015-01-01

    Researchers have long recognized the potential benefits of open-ended computer- based learning environments (OELEs) to help students develop self-regulated learning (SRL) behaviours. However, measuring self-regulation in these environments is a difficult task. In this paper, we present our work in developing and evaluating "coherence…

  6. What Can Technology Offer to Linguistically Diverse Classrooms? Using Multilingual Content in a Computer-Based Learning Environment for Primary Education

    ERIC Educational Resources Information Center

    Van Laere, Evelien; Rosiers, Kirsten; Van Avermaet, Piet; Slembrouck, Stef; van Braak, Johan

    2017-01-01

    Computer-based learning environments (CBLEs) have the potential to integrate the linguistic diversity present in classrooms as a resourceful tool in pupils' learning process. Particularly for pupils who speak a language at home other than the language which is used at school, more understanding is needed on how CBLEs offering multilingual content…

  7. User-Centered Computer Aided Language Learning

    ERIC Educational Resources Information Center

    Zaphiris, Panayiotis, Ed.; Zacharia, Giorgos, Ed.

    2006-01-01

    In the field of computer aided language learning (CALL), there is a need for emphasizing the importance of the user. "User-Centered Computer Aided Language Learning" presents methodologies, strategies, and design approaches for building interfaces for a user-centered CALL environment, creating a deeper understanding of the opportunities and…

  8. Computer-Supported Collaborative Learning in Higher Education

    ERIC Educational Resources Information Center

    Roberts, Tim, Ed.

    2005-01-01

    "Computer-Supported Collaborative Learning in Higher Education" provides a resource for researchers and practitioners in the area of computer-supported collaborative learning (also known as CSCL); particularly those working within a tertiary education environment. It includes articles of relevance to those interested in both theory and practice in…

  9. Creating Electronic Learning Environments: Games, Flow, and the User Interface.

    ERIC Educational Resources Information Center

    Jones, Marshall G.

    A difficult task in creating rich, exploratory interactive learning environments is building an environment that is truly engaging. Engagement can be defined as the nexus of intrinsic knowledge and/or interest and external stimuli that promote the initial interest in, and continued use of a computer-based learning environment. Complete and total…

  10. Emerging Technologies, ISD, and Learning Environments: Critical Perspectives.

    ERIC Educational Resources Information Center

    Hannafin, Michael J.

    1992-01-01

    Reviews the evolution of instructional systems design and computer-based learning environments, focusing on the effects of technological advances. Classification of learning environments is discussed in the context of the dimensions of scope (macrolevel or microlevel), user activity (generative or mathemagenic), educational activity (goal-directed…

  11. ICCE/ICCAI 2000 Full & Short Papers (Interactive Learning Environments).

    ERIC Educational Resources Information Center

    2000

    This document contains the full and short papers on interactive learning environments from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction) covering the following topics: a CAL system for appreciation of 3D shapes by surface development; a constructivist virtual physics…

  12. Glitch game testers: The design and study of a learning environment for computational production with young African American males

    NASA Astrophysics Data System (ADS)

    DiSalvo, Elizabeth Betsy

    The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors. Through analysis of cultural values and digital game play practices, the program was designed to intertwine authentic game development practices and computer science learning. The resulting program employed 25 African American male high school students to test pre-release digital games full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory computer science. Outcomes for persisting in computer science education are remarkable; of the 16 participants who had graduated from high school as of 2012, 12 have gone on to school in computing-related majors. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this dissertation discusses the formative research that shaped the design of Glitch, the evaluation of the implementation of Glitch, and a theoretical investigation of the way in which participants navigated conflicting motivations in learning environments.

  13. Cooperation Support in Computer-Aided Authoring and Learning.

    ERIC Educational Resources Information Center

    Muhlhauser, Max; Rudebusch, Tom

    This paper discusses the use of Computer Supported Cooperative Work (CSCW) techniques for computer-aided learning (CAL); the work was started in the context of project Nestor, a joint effort of German universities about cooperative multimedia authoring/learning environments. There are four major categories of cooperation for CAL: author/author,…

  14. Undergraduate College Students, Laptop Computers, and Lifelong Learning

    ERIC Educational Resources Information Center

    Tan, Chong Leng; Morris, John S.

    2006-01-01

    Many universities and colleges list the development of lifelong learning skills as a curriculum objective and have adopted laptop programs that may enable lifelong learning. The purpose of this research is to address the effectiveness of a technology-based and computer-mediated learning environment in achieving lifelong learning skills from the…

  15. From boring to scoring - a collaborative serious game for learning and practicing mathematical logic for computer science education

    NASA Astrophysics Data System (ADS)

    Schäfer, Andreas; Holz, Jan; Leonhardt, Thiemo; Schroeder, Ulrik; Brauner, Philipp; Ziefle, Martina

    2013-06-01

    In this study, we address the problem of low retention and high dropout rates of computer science university students in early semesters of the studies. Complex and high abstract mathematical learning materials have been identified as one reason for the dropout rate. In order to support the understanding and practicing of core mathematical concepts, we developed a game-based multitouch learning environment in which the need for a suitable learning environment for mathematical logic was combined with the ability to train cooperation and collaboration in a learning scenario. As application domain, the field of mathematical logic had been chosen. The development process was accomplished along three steps: First, ethnographic interviews were run with 12 students of computer science revealing typical problems with mathematical logic. Second, a multitouch learning environment was developed. The game consists of multiple learning and playing modes in which teams of students can collaborate or compete against each other. Finally, a twofold evaluation of the environment was carried out (user study and cognitive walk-through). Overall, the evaluation showed that the game environment was easy to use and rated as helpful: The chosen approach of a multiplayer game supporting competition, collaboration, and cooperation is perceived as motivating and "fun."

  16. A Peer-Assisted Learning Experience in Computer Programming Language Learning and Developing Computer Programming Skills

    ERIC Educational Resources Information Center

    Altintas, Tugba; Gunes, Ali; Sayan, Hamiyet

    2016-01-01

    Peer learning or, as commonly expressed, peer-assisted learning (PAL) involves school students who actively assist others to learn and in turn benefit from an effective learning environment. This research was designed to support students in becoming more autonomous in their learning, help them enhance their confidence level in tackling computer…

  17. The Effects of Cross-Modality and Level of Self-Regulated Learning on Knowledge Acquisition with Smartpads

    ERIC Educational Resources Information Center

    Lee, Hye Yeon; Lee, Hyeon Woo

    2018-01-01

    Recently, there has been a transition from traditional paper or computer-based learning environments to smartpad-based learning environments, which are based on touch and involve various cognitive strategies such as touch operation and note taking. Accordingly, the use of smartpads can provide an effective learning environment through…

  18. Learning Tools for Knowledge Nomads: Using Personal Digital Assistants (PDAs) in Web-based Learning Environments.

    ERIC Educational Resources Information Center

    Loh, Christian Sebastian

    2001-01-01

    Examines how mobile computers, or personal digital assistants (PDAs), can be used in a Web-based learning environment. Topics include wireless networks on college campuses; online learning; Web-based learning technologies; synchronous and asynchronous communication via the Web; content resources; Web connections; and collaborative learning. (LRW)

  19. An Assistive Computerized Learning Environment for Distance Learning Students with Learning Disabilities

    ERIC Educational Resources Information Center

    Klemes, Joel; Epstein, Alit; Zuker, Michal; Grinberg, Nira; Ilovitch, Tamar

    2006-01-01

    The current study examines how a computerized learning environment assists students with learning disabilities (LD) enrolled in a distance learning course at the Open University of Israel. The technology provides computer display of the text, synchronized with auditory output and accompanied by additional computerized study skill tools which…

  20. The Construction of an Ontology-Based Ubiquitous Learning Grid

    ERIC Educational Resources Information Center

    Liao, Ching-Jung; Chou, Chien-Chih; Yang, Jin-Tan David

    2009-01-01

    The purpose of this study is to incorporate adaptive ontology into ubiquitous learning grid to achieve seamless learning environment. Ubiquitous learning grid uses ubiquitous computing environment to infer and determine the most adaptive learning contents and procedures in anytime, any place and with any device. To achieve the goal, an…

  1. Measuring the Effectiveness of Blended Learning Environment: A Case Study in Malaysia

    ERIC Educational Resources Information Center

    Wai, Cho Cho; Seng, Ernest Lim Kok

    2015-01-01

    Learning environment has always been traditionally associated with the physical presence of classrooms, textbooks, pen-and-paper examinations and teachers. However, today's evolving technology has rapidly changed the face of education. Online learning, teleconferencing, internet, Computer Assisted Learning (CAL), Web-Based Distance Learning (WBDL)…

  2. A Computer Environment for Beginners' Learning of Sorting Algorithms: Design and Pilot Evaluation

    ERIC Educational Resources Information Center

    Kordaki, M.; Miatidis, M.; Kapsampelis, G.

    2008-01-01

    This paper presents the design, features and pilot evaluation study of a web-based environment--the SORTING environment--for the learning of sorting algorithms by secondary level education students. The design of this environment is based on modeling methodology, taking into account modern constructivist and social theories of learning while at…

  3. Exploring the Effects of Web-Mediated Computational Thinking on Developing Students' Computing Skills in a Ubiquitous Learning Environment

    ERIC Educational Resources Information Center

    Tsai, Chia-Wen; Shen, Pei-Di; Tsai, Meng-Chuan; Chen, Wen-Yu

    2017-01-01

    Much application software education in Taiwan can hardly be regarded as practical. The researchers in this study provided a flexible means of ubiquitous learning (u-learning) with a mobile app for students to access the learning material. In addition, the authors also adopted computational thinking (CT) to help students develop practical computing…

  4. Learning Relative Motion Concepts in Immersive and Non-Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria

    2013-01-01

    The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…

  5. Student Achievement in Computer Programming: Lecture vs Computer-Aided Instruction

    ERIC Educational Resources Information Center

    Tsai, San-Yun W.; Pohl, Norval F.

    1978-01-01

    This paper discusses a study of the differences in student learning achievement, as measured by four different types of common performance evaluation techniques, in a college-level computer programming course under three teaching/learning environments: lecture, computer-aided instruction, and lecture supplemented with computer-aided instruction.…

  6. Modeling Students' Problem Solving Performance in the Computer-Based Mathematics Learning Environment

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2017-01-01

    Purpose: The purpose of this paper is to develop a quantitative model of problem solving performance of students in the computer-based mathematics learning environment. Design/methodology/approach: Regularized logistic regression was used to create a quantitative model of problem solving performance of students that predicts whether students can…

  7. Effects of Online Mentoring in Computer-Supported Collaborative Learning Environments: Mentor Presence and Cognitive Engagement

    ERIC Educational Resources Information Center

    Dorner, Helga

    2012-01-01

    This study examines online mentor roles and effects with the online mentoring process in computer-supported collaborative learning environments in communities of in-service teachers. Interest in the online mentors' activity encompassed their participation in the online interactions, the influence of their activity on participants' patterns of…

  8. Designing Collaborative Learning Environments Mediated by Computer Conferencing: Issues and Challenges in the Asian Socio-Cultural Context.

    ERIC Educational Resources Information Center

    Gunawardena, Charlotte N.

    1998-01-01

    Explores issues related to the design of collaborative-learning environments mediated by computer conferencing from the perspective of challenges faced in the sociocultural context of the Indian sub-continent. Examines the impact of online features on social cohesiveness, group dynamics, interaction, communication anxiety, and participation.…

  9. Examining the Effect of Problem Type in a Synchronous Computer-Supported Collaborative Learning (CSCL) Environment

    ERIC Educational Resources Information Center

    Kapur, Manu; Kinzer, Charles K.

    2007-01-01

    This study investigated the effect of well- vs. ill-structured problem types on: (a) group interactional activity, (b) evolution of group participation inequities, (c) group discussion quality, and (d) group performance in a synchronous, computer-supported collaborative learning (CSCL) environment. Participants were 60 11th-grade science students…

  10. Animated Pedagogical Agents: A Review of Agent Technology Software in Electronic Learning Environments

    ERIC Educational Resources Information Center

    Govindasamy, Malliga K.

    2014-01-01

    Agent technology has become one of the dynamic and most interesting areas of computer science in recent years. The dynamism of this technology has resulted in computer generated characters, known as pedagogical agent, entering the digital learning environments in increasing numbers. Commonly deployed in implementing tutoring strategies, these…

  11. Impact of Blended Learning Environments Based on Algo-Heuristic Theory on Some Variables

    ERIC Educational Resources Information Center

    Aygün, Mustafa; Korkmaz, Özgen

    2012-01-01

    In this study, the effects of Algo-Heuristic Theory based blended learning environments on students' computer skills in their preparation of presentations, levels of attitudes towards computers, and levels of motivation regarding the information technology course were investigated. The research sample was composed of 71 students. A semi-empirical…

  12. Pattern of Non-Task Interactions in Asynchronous Computer-Supported Collaborative Learning Courses

    ERIC Educational Resources Information Center

    Abedin, Babak; Daneshgar, Farhad; D'Ambra, John

    2014-01-01

    Despite the importance of the non-task interactions in computer-supported collaborative learning (CSCL) environments as emphasized in the literature, few studies have investigated online behavior of people in the CSCL environments. This paper studies the pattern of non-task interactions among postgraduate students in an Australian university. The…

  13. Computer-Aided College Algebra: Learning Components that Students Find Beneficial

    ERIC Educational Resources Information Center

    Aichele, Douglas B.; Francisco, Cynthia; Utley, Juliana; Wescoatt, Benjamin

    2011-01-01

    A mixed-method study was conducted during the Fall 2008 semester to better understand the experiences of students participating in computer-aided instruction of College Algebra using the software MyMathLab. The learning environment included a computer learning system for the majority of the instruction, a support system via focus groups (weekly…

  14. Ethical Issues Associated with the Use of Interactive Technology in Learning Environments.

    ERIC Educational Resources Information Center

    Bork, Alfred

    1988-01-01

    Discusses general social, moral, and ethical issues connected with computers in education; considers ethical issues related to the development of computer-based learning materials; and examines the use of the computer as a medium for ethical and moral education. Highlights include equity of access, games and learning, and cultural bias. (seven…

  15. Pupil Science Learning in Resource-Based e-Learning Environments

    ERIC Educational Resources Information Center

    So, Wing-mui Winnie; Ching, Ngai-ying Fiona

    2011-01-01

    With the rapid expansion of broadband Internet connection and availability of high performance yet low priced computers, many countries around the world are advocating the adoption of e-learning, the use of computer technology to improve learning and teaching. The trend of e-learning has urged many teachers to incorporate online resources in their…

  16. Designing Computer Learning Environments for Engineering and Computer Science: The Scaffolded Knowledge Integration Framework.

    ERIC Educational Resources Information Center

    Linn, Marcia C.

    1995-01-01

    Describes a framework called scaffolded knowledge integration and illustrates how it guided the design of two successful course enhancements in the field of computer science and engineering: the LISP Knowledge Integration Environment and the spatial reasoning environment. (101 references) (Author/MKR)

  17. When Are Powerful Learning Environments Effective? The Role of Learner Activities and of Students' Conceptions of Educational Technology

    ERIC Educational Resources Information Center

    Gerjets, Peter H.; Hesse, Friedrich W.

    2004-01-01

    The goal of this chapter is to outline a theoretical and empirical perspective on how learners' conceptions of educational technology might influence their learning activities and thereby determine the power of computer-based learning environments. Starting with an introduction to the concept of powerful learning environments we outline how recent…

  18. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  19. Language Learning in Virtual Reality Environments: Past, Present, and Future

    ERIC Educational Resources Information Center

    Lin, Tsun-Ju; Lan, Yu-Ju

    2015-01-01

    This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…

  20. Peer Collaboration: The Relation of Regulatory Behaviors to Learning with Hypermedia

    ERIC Educational Resources Information Center

    Winters, Fielding I.; Alexander, Patricia A.

    2011-01-01

    Peer collaboration is a pedagogical method currently used to facilitate learning in classrooms. Similarly, computer-learning environments (CLEs) are often used to promote student learning in science classrooms, in particular. However, students often have difficulty utilizing these environments effectively. Does peer collaboration help students…

  1. Infant Statistical Learning

    PubMed Central

    Saffran, Jenny R.; Kirkham, Natasha Z.

    2017-01-01

    Perception involves making sense of a dynamic, multimodal environment. In the absence of mechanisms capable of exploiting the statistical patterns in the natural world, infants would face an insurmountable computational problem. Infant statistical learning mechanisms facilitate the detection of structure. These abilities allow the infant to compute across elements in their environmental input, extracting patterns for further processing and subsequent learning. In this selective review, we summarize findings that show that statistical learning is both a broad and flexible mechanism (supporting learning from different modalities across many different content areas) and input specific (shifting computations depending on the type of input and goal of learning). We suggest that statistical learning not only provides a framework for studying language development and object knowledge in constrained laboratory settings, but also allows researchers to tackle real-world problems, such as multilingualism, the role of ever-changing learning environments, and differential developmental trajectories. PMID:28793812

  2. A New Approach toward Digital Storytelling: An Activity Focused on Writing Self-Efficacy in a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Xu, Yan; Park, Hyungsung; Baek, Youngkyun

    2011-01-01

    Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active participation and facilitate learning. A significant amount of research examines using video editing…

  3. Utilizing Formative Assessments to Guide Student Learning in an Interactive Physics Learning Environment

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2011-01-01

    In the last decades, many education researchers have been trying to use computerized learning environments to enhance student learning. Without proper instructional supports and guidance, however, students often failed to acquire knowledge from computer-based learning activities. The objective of this study was to demonstrate how research-based…

  4. The Effects of Integrating Social Learning Environment with Online Learning

    ERIC Educational Resources Information Center

    Raspopovic, Miroslava; Cvetanovic, Svetlana; Medan, Ivana; Ljubojevic, Danijela

    2017-01-01

    The aim of this paper is to present the learning and teaching styles using the Social Learning Environment (SLE), which was developed based on the computer supported collaborative learning approach. To avoid burdening learners with multiple platforms and tools, SLE was designed and developed in order to integrate existing systems, institutional…

  5. Understanding and Predicting Student Self-Regulated Learning Strategies in Game-Based Learning Environments

    ERIC Educational Resources Information Center

    Sabourin, Jennifer L.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C.

    2013-01-01

    Self-regulated learning behaviors such as goal setting and monitoring have been found to be crucial to students' success in computer-based learning environments. Consequently, understanding students' self-regulated learning behavior has been the subject of increasing attention. Unfortunately, monitoring these behaviors in real-time has…

  6. Collaboration and Computer-Assisted Acquisition of a Second Language.

    ERIC Educational Resources Information Center

    Renie, Delphine; Chanier, Thierry

    1995-01-01

    Discusses how collaborative learning (CL) can be used in a computer-assisted learning (CAL) environment for language learning, reviewing research in the fields of applied linguistics, educational psychology, and artificial intelligence. An application of CL and CAL in the learning of French as a Second Language, focusing on interrogative…

  7. Approaches to Studying and Students' Use of a Computer Supported Learning Environment

    ERIC Educational Resources Information Center

    Foster, Jonathan; Lin, Angela

    2007-01-01

    Although studies of students' study approaches in face to face learning environments are commonplace, studies investigating the role of students' study approaches in online learning environments is currently a less explored area. This paper presents the findings of a survey aimed at investigating the relationship between students' approaches to…

  8. Adaptive 3D Virtual Learning Environments--A Review of the Literature

    ERIC Educational Resources Information Center

    Scott, Ezequiel; Soria, Alvaro; Campo, Marcelo

    2017-01-01

    New ways of learning have emerged in the last years by using computers in education. For instance, many Virtual Learning Environments have been widely adopted by educators, obtaining promising outcomes. Recently, these environments have evolved into more advanced ones using 3D technologies and taking into account the individual learner needs and…

  9. Preservice Science Teachers' Collaborative Knowledge Building through Argumentation on Healthy Eating in a Computer Supported Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Namdar, Bahadir

    2017-01-01

    The purpose of this study was to investigate preservice science teachers' collaborative knowledge building through socioscientific argumentation on healthy eating in a multiple representation-rich computer supported collaborative learning (CSCL) environment. This study was conducted with a group of preservice science teachers (n = 18) enrolled in…

  10. The Effect of a Graph-Oriented Computer-Assisted Project-Based Learning Environment on Argumentation Skills

    ERIC Educational Resources Information Center

    Hsu, P. -S.; Van Dyke, M.; Chen, Y.; Smith, T. J.

    2015-01-01

    The purpose of this quasi-experimental study was to explore how seventh graders in a suburban school in the United States developed argumentation skills and science knowledge in a project-based learning environment that incorporated a graph-oriented, computer-assisted application. A total of 54 students (three classes) comprised this treatment…

  11. Cognitive Tools for Assessment and Learning in a High Information Flow Environment.

    ERIC Educational Resources Information Center

    Lajoie, Susanne P.; Azevedo, Roger; Fleiszer, David M.

    1998-01-01

    Describes the development of a simulation-based intelligent tutoring system for nurses working in a surgical intensive care unit. Highlights include situative learning theories and models of instruction, modeling expertise, complex decision making, linking theories of learning to the design of computer-based learning environments, cognitive task…

  12. An Interactive Learning Environment for Information and Communication Theory

    ERIC Educational Resources Information Center

    Hamada, Mohamed; Hassan, Mohammed

    2017-01-01

    Interactive learning tools are emerging as effective educational materials in the area of computer science and engineering. It is a research domain that is rapidly expanding because of its positive impacts on motivating and improving students' performance during the learning process. This paper introduces an interactive learning environment for…

  13. A Collaborative Model for Ubiquitous Learning Environments

    ERIC Educational Resources Information Center

    Barbosa, Jorge; Barbosa, Debora; Rabello, Solon

    2016-01-01

    Use of mobile devices and widespread adoption of wireless networks have enabled the emergence of Ubiquitous Computing. Application of this technology to improving education strategies gave rise to Ubiquitous e-Learning, also known as Ubiquitous Learning. There are several approaches to organizing ubiquitous learning environments, but most of them…

  14. Development of a Peer-Assisted Learning Strategy in Computer-Supported Collaborative Learning Environments for Elementary School Students

    ERIC Educational Resources Information Center

    Tsuei, Mengping

    2011-01-01

    This study explores the effects of Electronic Peer-Assisted Learning for Kids (EPK), on the quality and development of reading skills, peer interaction and self-concept in elementary students. The EPK methodology uses a well-developed, synchronous computer-supported, collaborative learning system to facilitate students' learning in Chinese. We…

  15. Effects of Online Interaction via Computer-Mediated Communication (CMC) Tools on an E-Mathematics Learning Outcome

    ERIC Educational Resources Information Center

    Okonta, Olomeruom

    2010-01-01

    Recent research studies in open and distance learning have focused on the differences between traditional learning versus online learning, the benefits of computer-mediated communication (CMC) tools in an e-learning environment, and the relationship between online discussion posts and students' achievement. In fact, there is an extant…

  16. Benefits of computer screen-based simulation in learning cardiac arrest procedures.

    PubMed

    Bonnetain, Elodie; Boucheix, Jean-Michel; Hamet, Maël; Freysz, Marc

    2010-07-01

    What is the best way to train medical students early so that they acquire basic skills in cardiopulmonary resuscitation as effectively as possible? Studies have shown the benefits of high-fidelity patient simulators, but have also demonstrated their limits. New computer screen-based multimedia simulators have fewer constraints than high-fidelity patient simulators. In this area, as yet, there has been no research on the effectiveness of transfer of learning from a computer screen-based simulator to more realistic situations such as those encountered with high-fidelity patient simulators. We tested the benefits of learning cardiac arrest procedures using a multimedia computer screen-based simulator in 28 Year 2 medical students. Just before the end of the traditional resuscitation course, we compared two groups. An experiment group (EG) was first asked to learn to perform the appropriate procedures in a cardiac arrest scenario (CA1) in the computer screen-based learning environment and was then tested on a high-fidelity patient simulator in another cardiac arrest simulation (CA2). While the EG was learning to perform CA1 procedures in the computer screen-based learning environment, a control group (CG) actively continued to learn cardiac arrest procedures using practical exercises in a traditional class environment. Both groups were given the same amount of practice, exercises and trials. The CG was then also tested on the high-fidelity patient simulator for CA2, after which it was asked to perform CA1 using the computer screen-based simulator. Performances with both simulators were scored on a precise 23-point scale. On the test on a high-fidelity patient simulator, the EG trained with a multimedia computer screen-based simulator performed significantly better than the CG trained with traditional exercises and practice (16.21 versus 11.13 of 23 possible points, respectively; p<0.001). Computer screen-based simulation appears to be effective in preparing learners to use high-fidelity patient simulators, which present simulations that are closer to real-life situations.

  17. A Framework for Collaborative and Convenient Learning on Cloud Computing Platforms

    ERIC Educational Resources Information Center

    Sharma, Deepika; Kumar, Vikas

    2017-01-01

    The depth of learning resides in collaborative work with more engagement and fun. Technology can enhance collaboration with a higher level of convenience and cloud computing can facilitate this in a cost effective and scalable manner. However, to deploy a successful online learning environment, elementary components of learning pedagogy must be…

  18. Scaling Up and Zooming In: Big Data and Personalization in Language Learning

    ERIC Educational Resources Information Center

    Godwin-Jones, Robert

    2017-01-01

    From its earliest days, practitioners of computer-assisted language learning (CALL) have collected data from computer-mediated learning environments. Indeed, that has been a central aspect of the field from the beginning. Usage logs provided valuable insights into how systems were used and how effective they were for language learning. That…

  19. Postgraduate Students' Knowledge Construction during Asynchronous Computer Conferences in a Blended Learning Environment: A Malaysian Experience

    ERIC Educational Resources Information Center

    Kian-Sam, Hong; Lee, Julia Ai Cheng

    2008-01-01

    Blended learning, using e-learning tools to supplement existing on campus learning, often incorporates asynchronous computer conferencing as a means of augmenting knowledge construction among students. This case study reports findings about levels of knowledge construction amongst adult postgraduate students in six asynchronous computer…

  20. The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

    ERIC Educational Resources Information Center

    Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar

    2017-01-01

    Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…

  1. ICCE/ICCAI 2000 Full & Short Papers (Creative Learning).

    ERIC Educational Resources Information Center

    2000

    This document contains the following full and short papers on creative learning from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction): (1) "A Collaborative Learning Support System Based on Virtual Environment Server for Multiple Agents" (Takashi Ohno, Kenji…

  2. Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments: A Cross-Case Analysis Study

    ERIC Educational Resources Information Center

    Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul J.

    2013-01-01

    This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex,…

  3. Tool Use of Experienced Learners in Computer-Based Learning Environments: Can Tools Be Beneficial?

    ERIC Educational Resources Information Center

    Juarez Collazo, Norma A.; Corradi, David; Elen, Jan; Clarebout, Geraldine

    2014-01-01

    Research has documented the use of tools in computer-based learning environments as problematic, that is, learners do not use the tools and when they do, they tend to do it suboptimally. This study attempts to disentangle cause and effect of this suboptimal tool use for experienced learners. More specifically, learner variables (metacognitive and…

  4. An Assessment of Feedback Procedures and Information Provided to Instructors within Computer Managed Learning Environments--Implications for Instruction and Software Redesign.

    ERIC Educational Resources Information Center

    Kotesky, Arturo A.

    Feedback procedures and information provided to instructors within computer managed learning environments were assessed to determine current usefulness and meaningfulness to users, and to present the design of a different instructor feedback instrument. Kaufman's system model was applied to accomplish the needs assessment phase of the study; and…

  5. Investigating the Potential of Computer Environments for the Teaching and Learning of Functions: A Double Analysis from Two Research Traditions

    ERIC Educational Resources Information Center

    Lagrange, Jean-Baptiste; Psycharis, Giorgos

    2014-01-01

    The general goal of this paper is to explore the potential of computer environments for the teaching and learning of functions. To address this, different theoretical frameworks and corresponding research traditions are available. In this study, we aim to network different frameworks by following a "double analysis" method to analyse two…

  6. Effects of Explicit and Implicit Prompts on Students' Inquiry Practices in Computer-Supported Learning Environments in High School Earth Science

    ERIC Educational Resources Information Center

    Fang, Su-Chi; Hsu, Ying-Shao; Hsu, Wei Hsiu

    2016-01-01

    The study explored how to best use scaffolds for supporting students' inquiry practices in computer-supported learning environments. We designed a series of inquiry units assisted with three versions of written inquiry prompts (generic and context-specific); that is, three scaffold-fading conditions: implicit, explicit, and fading. We then…

  7. The Use of 3D Virtual Learning Environments in Training Foreign Language Pre-Service Teachers

    ERIC Educational Resources Information Center

    Can, Tuncer; Simsek, Irfan

    2015-01-01

    The recent developments in computer and Internet technologies and in three dimensional modelling necessitates the new approaches and methods in the education field and brings new opportunities to the higher education. The Internet and virtual learning environments have changed the learning opportunities by diversifying the learning options not…

  8. Intelligent Fuzzy Spelling Evaluator for e-Learning Systems

    ERIC Educational Resources Information Center

    Chakraborty, Udit Kr.; Konar, Debanjan; Roy, Samir; Choudhury, Sankhayan

    2016-01-01

    Evaluating Learners' Response in an e-Learning environment has been the topic of current research in areas of Human Computer Interaction, e-Learning, Education Technology and even Natural Language Processing. The current paper presents a twofold strategy to evaluate single word response of a learner in an e-Learning environment. The response of…

  9. An Auto-Scoring Mechanism for Evaluating Problem-Solving Ability in a Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Chiou, Chuang-Kai; Hwang, Gwo-Jen; Tseng, Judy C. R.

    2009-01-01

    The rapid development of computer and network technologies has attracted researchers to investigate strategies for and the effects of applying information technologies in learning activities; simultaneously, learning environments have been developed to record the learning portfolios of students seeking web information for problem-solving. Although…

  10. Impacts and Characteristics of Computer-Based Science Inquiry Learning Environments for Precollege Students

    ERIC Educational Resources Information Center

    Donnelly, Dermot F.; Linn, Marcia C.; Ludvigsen, Sten

    2014-01-01

    The National Science Foundation-sponsored report "Fostering Learning in the Networked World" called for "a common, open platform to support communities of developers and learners in ways that enable both to take advantage of advances in the learning sciences." We review research on science inquiry learning environments (ILEs)…

  11. Computer Algebra, Virtual Learning Environment and Meaningful Learning: Is It Possible?

    ERIC Educational Resources Information Center

    Abar, Celina A. A. P.; Barbosa, Lisbete Madsen

    2011-01-01

    A major challenge faced by teachers nowadays relates to the usage of proper educational technology to achieve a true and meaningful learning experience involving time for reflection. Teachers constantly seek new ways to improve instruction, but in virtual learning environments they often find themselves in a new role, interacting in a dynamic…

  12. Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences

    ERIC Educational Resources Information Center

    Burleson, Winslow S.; Harlow, Danielle B.; Nilsen, Katherine J.; Perlin, Ken; Freed, Natalie; Jensen, Camilla Nørgaard; Lahey, Byron; Lu, Patrick; Muldner, Kasia

    2018-01-01

    As computational thinking becomes increasingly important for children to learn, we must develop interfaces that leverage the ways that young children learn to provide opportunities for them to develop these skills. Active Learning Environments with Robotic Tangibles (ALERT) and Robopad, an analogous on-screen virtual spatial programming…

  13. Integrating Computers into the Problem-Solving Process.

    ERIC Educational Resources Information Center

    Lowther, Deborah L.; Morrison, Gary R.

    2003-01-01

    Asserts that within the context of problem-based learning environments, professors can encourage students to use computers as problem-solving tools. The ten-step Integrating Technology for InQuiry (NteQ) model guides professors through the process of integrating computers into problem-based learning activities. (SWM)

  14. Designing Ubiquitous Computing to Enhance Children's Learning in Museums

    ERIC Educational Resources Information Center

    Hall, T.; Bannon, L.

    2006-01-01

    In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and in environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques,…

  15. eLearning in the Cloud

    ERIC Educational Resources Information Center

    Sclater, Niall

    2010-01-01

    Elearning has grown rapidly in importance for institutions and has been largely facilitated through the "walled garden" of the virtual learning environment. Meanwhile many students are creating their own personal learning environments by combining the various Web 2.0 services they find most useful. Cloud computing offers new…

  16. The Effects of Computer-Mediated Communication Anxiety on Student Perceptions of Instructor Behaviors, Perceived Learning, and Quiz Performance

    ERIC Educational Resources Information Center

    Wombacher, Kevin A.; Harris, Christina J.; Buckner, Marjorie M.; Frisby, Brandi; Limperos, Anthony M.

    2017-01-01

    Online environments increasingly serve as contexts for learning. Hence, it is important to understand how student characteristics, such as student computer-mediated communication anxiety (CMCA) affects learning outcomes in mediated classrooms. To better understand how student CMCA may influence student online learning experiences, we tested a…

  17. Computer-Assisted Language Learning (CALL) in Support of (Re)-Learning Native Languages: The Case of Runyakitara

    ERIC Educational Resources Information Center

    Katushemererwe, Fridah; Nerbonne, John

    2015-01-01

    This study presents the results from a computer-assisted language learning (CALL) system of Runyakitara (RU_CALL). The major objective was to provide an electronic language learning environment that can enable learners with mother tongue deficiencies to enhance their knowledge of grammar and acquire writing skills in Runyakitara. The system…

  18. Self-Regulated Learning in Learning Environments with Pedagogical Agents that Interact in Natural Language

    ERIC Educational Resources Information Center

    Graesser, Arthur; McNamara, Danielle

    2010-01-01

    This article discusses the occurrence and measurement of self-regulated learning (SRL) both in human tutoring and in computer tutors with agents that hold conversations with students in natural language and help them learn at deeper levels. One challenge in building these computer tutors is to accommodate, encourage, and scaffold SRL because these…

  19. The Construction of Knowledge through Social Interaction via Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Saritas, Tuncay

    2008-01-01

    With the advance in information and communication technologies, computer-mediated communication--more specifically computer conferencing systems (CCS)--has captured the interest of educators as an ideal tool to create a learning environment featuring active, participative, and reflective learning. Educators are increasingly adapting the features…

  20. Web-Based Learning in the Computer-Aided Design Curriculum.

    ERIC Educational Resources Information Center

    Sung, Wen-Tsai; Ou, S. C.

    2002-01-01

    Applies principles of constructivism and virtual reality (VR) to computer-aided design (CAD) curriculum, particularly engineering, by integrating network, VR and CAD technologies into a Web-based learning environment that expands traditional two-dimensional computer graphics into a three-dimensional real-time simulation that enhances user…

  1. Computers as Cognitive Tools.

    ERIC Educational Resources Information Center

    Lajoie, Susanne P., Ed.; Derry, Sharon J., Ed.

    This book provides exemplars of the types of computer-based learning environments represented by the theoretical camps within the field and the practical applications of the theories. The contributors discuss a variety of computer applications to learning, ranging from school-related topics such as geometry, algebra, biology, history, physics, and…

  2. Learning of embodied interaction dynamics with recurrent neural networks: some exploratory experiments.

    PubMed

    Oubbati, Mohamed; Kord, Bahram; Koprinkova-Hristova, Petia; Palm, Günther

    2014-04-01

    The new tendency of artificial intelligence suggests that intelligence must be seen as a result of the interaction between brains, bodies and environments. This view implies that designing sophisticated behaviour requires a primary focus on how agents are functionally coupled to their environments. Under this perspective, we present early results with the application of reservoir computing as an efficient tool to understand how behaviour emerges from interaction. Specifically, we present reservoir computing models, that are inspired by imitation learning designs, to extract the essential components of behaviour that results from agent-environment interaction dynamics. Experimental results using a mobile robot are reported to validate the learning architectures.

  3. Learning of embodied interaction dynamics with recurrent neural networks: some exploratory experiments

    NASA Astrophysics Data System (ADS)

    Oubbati, Mohamed; Kord, Bahram; Koprinkova-Hristova, Petia; Palm, Günther

    2014-04-01

    The new tendency of artificial intelligence suggests that intelligence must be seen as a result of the interaction between brains, bodies and environments. This view implies that designing sophisticated behaviour requires a primary focus on how agents are functionally coupled to their environments. Under this perspective, we present early results with the application of reservoir computing as an efficient tool to understand how behaviour emerges from interaction. Specifically, we present reservoir computing models, that are inspired by imitation learning designs, to extract the essential components of behaviour that results from agent-environment interaction dynamics. Experimental results using a mobile robot are reported to validate the learning architectures.

  4. Computer-aided auscultation learning system for nursing technique instruction.

    PubMed

    Hou, Chun-Ju; Chen, Yen-Ting; Hu, Ling-Chen; Chuang, Chih-Chieh; Chiu, Yu-Hsien; Tsai, Ming-Shih

    2008-01-01

    Pulmonary auscultation is a physical assessment skill learned by nursing students for examining the respiratory system. Generally, a sound simulator equipped mannequin is used to group teach auscultation techniques via classroom demonstration. However, nursing students cannot readily duplicate this learning environment for self-study. The advancement of electronic and digital signal processing technologies facilitates simulating this learning environment. This study aims to develop a computer-aided auscultation learning system for assisting teachers and nursing students in auscultation teaching and learning. This system provides teachers with signal recording and processing of lung sounds and immediate playback of lung sounds for students. A graphical user interface allows teachers to control the measuring device, draw lung sound waveforms, highlight lung sound segments of interest, and include descriptive text. Effects on learning lung sound auscultation were evaluated for verifying the feasibility of the system. Fifteen nursing students voluntarily participated in the repeated experiment. The results of a paired t test showed that auscultative abilities of the students were significantly improved by using the computer-aided auscultation learning system.

  5. Procrastinating Behavior in Computer-Based Learning Environments to Predict Performance: A Case Study in Moodle

    PubMed Central

    Cerezo, Rebeca; Esteban, María; Sánchez-Santillán, Miguel; Núñez, José C.

    2017-01-01

    Introduction: Research about student performance has traditionally considered academic procrastination as a behavior that has negative effects on academic achievement. Although there is much evidence for this in class-based environments, there is a lack of research on Computer-Based Learning Environments (CBLEs). Therefore, the purpose of this study is to evaluate student behavior in a blended learning program and specifically procrastination behavior in relation to performance through Data Mining techniques. Materials and Methods: A sample of 140 undergraduate students participated in a blended learning experience implemented in a Moodle (Modular Object Oriented Developmental Learning Environment) Management System. Relevant interaction variables were selected for the study, taking into account student achievement and analyzing data by means of association rules, a mining technique. The association rules were arrived at and filtered through two selection criteria: 1, rules must have an accuracy over 0.8 and 2, they must be present in both sub-samples. Results: The findings of our study highlight the influence of time management in online learning environments, particularly on academic achievement, as there is an association between procrastination variables and student performance. Conclusion: Negative impact of procrastination in learning outcomes has been observed again but in virtual learning environments where practical implications, prevention of, and intervention in, are different from class-based learning. These aspects are discussed to help resolve student difficulties at various ages. PMID:28883801

  6. Procrastinating Behavior in Computer-Based Learning Environments to Predict Performance: A Case Study in Moodle.

    PubMed

    Cerezo, Rebeca; Esteban, María; Sánchez-Santillán, Miguel; Núñez, José C

    2017-01-01

    Introduction: Research about student performance has traditionally considered academic procrastination as a behavior that has negative effects on academic achievement. Although there is much evidence for this in class-based environments, there is a lack of research on Computer-Based Learning Environments (CBLEs) . Therefore, the purpose of this study is to evaluate student behavior in a blended learning program and specifically procrastination behavior in relation to performance through Data Mining techniques. Materials and Methods: A sample of 140 undergraduate students participated in a blended learning experience implemented in a Moodle (Modular Object Oriented Developmental Learning Environment) Management System. Relevant interaction variables were selected for the study, taking into account student achievement and analyzing data by means of association rules, a mining technique. The association rules were arrived at and filtered through two selection criteria: 1, rules must have an accuracy over 0.8 and 2, they must be present in both sub-samples. Results: The findings of our study highlight the influence of time management in online learning environments, particularly on academic achievement, as there is an association between procrastination variables and student performance. Conclusion: Negative impact of procrastination in learning outcomes has been observed again but in virtual learning environments where practical implications, prevention of, and intervention in, are different from class-based learning. These aspects are discussed to help resolve student difficulties at various ages.

  7. Group Formation in Mobile Computer Supported Collaborative Learning Contexts: A Systematic Literature Review

    ERIC Educational Resources Information Center

    Amara, Sofiane; Macedo, Joaquim; Bendella, Fatima; Santos, Alexandre

    2016-01-01

    Learners are becoming increasingly divers. They may have much personal, social, cultural, psychological, and cognitive diversity. Forming suitable learning groups represents, therefore, a hard and time-consuming task. In Mobile Computer Supported Collaborative Learning (MCSCL) environments, this task is more difficult. Instructors need to consider…

  8. Learner-Interface Interaction for Technology-Enhanced Active Learning

    ERIC Educational Resources Information Center

    Sinha, Neelu; Khreisat, Laila; Sharma, Kiron

    2009-01-01

    Neelu Sinha, Laila Khreisat, and Kiron Sharma describe how learner-interface interaction promotes active learning in computer science education. In a pilot study using technology that combines DyKnow software with a hardware platform of pen-enabled HP Tablet notebook computers, Sinha, Khreisat, and Sharma created dynamic learning environments by…

  9. Emerging Approach of Natural Language Processing in Opinion Mining: A Review

    NASA Astrophysics Data System (ADS)

    Kim, Tai-Hoon

    Natural language processing (NLP) is a subfield of artificial intelligence and computational linguistics. It studies the problems of automated generation and understanding of natural human languages. This paper outlines a framework to use computer and natural language techniques for various levels of learners to learn foreign languages in Computer-based Learning environment. We propose some ideas for using the computer as a practical tool for learning foreign language where the most of courseware is generated automatically. We then describe how to build Computer Based Learning tools, discuss its effectiveness, and conclude with some possibilities using on-line resources.

  10. Usability Evaluation of the Student Centered e-Learning Environment

    ERIC Educational Resources Information Center

    Junus, Inas Sofiyah; Santoso, Harry Budi; Isal, R. Yugo K.; Utomo, Andika Yudha

    2015-01-01

    Student Centered e-Learning Environment (SCeLE) has substantial roles to support learning activities at Faculty of Computer Science, Universitas Indonesia (Fasilkom UI). Although it has been utilized for about 10 years, the usability aspect of SCeLE as an e-Learning system has not been evaluated. Therefore, the usability aspects of SCeLE Fasilkom…

  11. Relationships among Individual Task Self-Efficacy, Self-Regulated Learning Strategy Use and Academic Performance in a Computer-Supported Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Wilson, Kimberly; Narayan, Anupama

    2016-01-01

    This study investigates relationships between self-efficacy, self-regulated learning strategy use and academic performance. Participants were 96 undergraduate students working on projects with three subtasks (idea generation task, methodical task and data collection) in a blended learning environment. Task self-efficacy was measured with…

  12. A Web-Based Blended Learning Environment for Programming Languages: Students' Opinions

    ERIC Educational Resources Information Center

    Yagci, Mustafa

    2017-01-01

    A learning environment which increases the desire and efforts of students to attain learning goals leads to greater motivation and success. This study examines the negative and positive opinions of students regarding the effectiveness of the learning process and students' success in a computer programming course in which face-to-face and web-based…

  13. Experience in Education Environment Virtualization within the Automated Information System "Platonus" (Kazakhstan)

    ERIC Educational Resources Information Center

    Abeldina, Zhaidary; Moldumarova, Zhibek; Abeldina, Rauza; Makysh, Gulmira; Moldumarova, Zhuldyz Ilibaevna

    2016-01-01

    This work reports on the use of virtual tools as means of learning process activation. A good result can be achieved by combining the classical learning with modern computer technology. By creating a virtual learning environment and using multimedia learning tools one can obtain a significant result while facilitating the development of students'…

  14. Finnish Upper Secondary Students' Collaborative Processes in Learning Statistics in a CSCL Environment

    ERIC Educational Resources Information Center

    Oikarinen, Juho Kaleva; Järvelä, Sanna; Kaasila, Raimo

    2014-01-01

    This design-based research project focuses on documenting statistical learning among 16-17-year-old Finnish upper secondary school students (N = 78) in a computer-supported collaborative learning (CSCL) environment. One novel value of this study is in reporting the shift from teacher-led mathematical teaching to autonomous small-group learning in…

  15. Reshaping Computer Literacy Teaching in Higher Education: Identification of Critical Success Factors

    ERIC Educational Resources Information Center

    Taylor, Estelle; Goede, Roelien; Steyn, Tjaart

    2011-01-01

    Purpose: Acquiring computer skills is more important today than ever before, especially in a developing country. Teaching of computer skills, however, has to adapt to new technology. This paper aims to model factors influencing the success of the learning of computer literacy by means of an e-learning environment. The research question for this…

  16. Improving Communicative Competence through Synchronous Communication in Computer-Supported Collaborative Learning Environments: A Systematic Review

    ERIC Educational Resources Information Center

    Huang, Xi

    2018-01-01

    Computer-supported collaborative learning facilitates the extension of second language acquisition into social practice. Studies on its achievement effects speak directly to the pedagogical notion of treating communicative practice in synchronous computer-mediated communication (SCMC): real-time communication that takes place between human beings…

  17. Strategies, Challenges and Prospects for Active Learning in the Computer-Based Classroom

    ERIC Educational Resources Information Center

    Holbert, K. E.; Karady, G. G.

    2009-01-01

    The introduction of computer-equipped classrooms into engineering education has brought with it a host of opportunities and issues. Herein, some of the challenges and successes for creating an environment for active learning within computer-based classrooms are described. The particular teaching approach developed for undergraduate electrical…

  18. Assessment of Situated Learning Using Computer Environments.

    ERIC Educational Resources Information Center

    Young, Michael

    1995-01-01

    Suggests that, based on a theory of situated learning, assessment must emphasize process as much as product. Several assessment examples are given, including a computer-based planning assistant for a mathematics and science video, suggestions for computer-based portfolio assessment, and speculations about embedded assessment of virtual situations.…

  19. Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks

    ERIC Educational Resources Information Center

    Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita

    2017-01-01

    More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…

  20. Computer Games: Increase Learning in an Interactive Multidisciplinary Environment.

    ERIC Educational Resources Information Center

    Betz, Joseph A.

    1996-01-01

    Discusses the educational uses of computer games and simulations and describes a study conducted at the State University of New York College at Farmingdale that used the computer game "Sim City 2000." Highlights include whole systems learning, problem solving, student performance, nonparametric statistics, and treatment of experimental…

  1. jAMVLE, a New Integrated Molecular Visualization Learning Environment

    ERIC Educational Resources Information Center

    Bottomley, Steven; Chandler, David; Morgan, Eleanor; Helmerhorst, Erik

    2006-01-01

    A new computer-based molecular visualization tool has been developed for teaching, and learning, molecular structure. This java-based jmol Amalgamated Molecular Visualization Learning Environment (jAMVLE) is platform-independent, integrated, and interactive. It has an overall graphical user interface that is intuitive and easy to use. The…

  2. An Evaluation of an Inquiry-Based Computer-Assisted Learning Environment.

    ERIC Educational Resources Information Center

    Maor, Dorit; Fraser, Barry

    1994-01-01

    This study focused on students' development of inquiry skills in a computerized learning environment. Seven Year-11 classes (n=120) interacted with a computerized database, "Birds of Antarctica," and curriculum materials while the teacher used an inquiry approach to learning. Students perceived their classes as more investigative and…

  3. Benefits of Cooperative Learning in a Multimedia Environment.

    ERIC Educational Resources Information Center

    Webb, James

    This paper reviews the research on cooperative learning combined with technology and presents a formative report of those findings. The review focused on these questions: What are the benefits of cooperative learning in a multimedia environment? What benefits do computer-based training offer? What are the benefits of cooperative learning…

  4. Encouraging Innovativeness through Computer-Assisted Collaborative Learning

    ERIC Educational Resources Information Center

    Thorsteinsson, Gisli; Page, Tom

    2012-01-01

    This article puts forward a three related case study series, using a Virtual Reality Learning Environment (VRLE) with a view to supporting the development of students' ideation skills in conventional primary and secondary education. This learning environment is fairly new and therefore it is necessary to examine its educational uses and determine…

  5. Social Knowledge Awareness Map for Computer Supported Ubiquitous Learning Environment

    ERIC Educational Resources Information Center

    El-Bishouty, Moushir M.; Ogata, Hiroaki; Rahman, Samia; Yano, Yoneo

    2010-01-01

    Social networks are helpful for people to solve problems by providing useful information. Therefore, the importance of mobile social software for learning has been supported by many researches. In this research, a model of personalized collaborative ubiquitous learning environment is designed and implemented in order to support learners doing…

  6. Enhancing Students' Language Skills through Blended Learning

    ERIC Educational Resources Information Center

    Banditvilai, Choosri

    2016-01-01

    This paper presents a case study of using blended learning to enhance students' language skills and learner autonomy in an Asian university environment. Blended learning represents an educational environment for much of the world where computers and the Internet are readily available. It combines self-study with valuable face-to-face interaction…

  7. The Relative Merits of Transparency: Investigating Situations that Support the Use of Robotics in Developing Student Learning Adaptability across Virtual and Physical Computing Platforms

    ERIC Educational Resources Information Center

    Okita, Sandra Y.

    2014-01-01

    This study examined whether developing earlier forms of knowledge in specific learning environments prepares students better for future learning when they are placed in an unfamiliar learning environment. Forty-one students in the fifth and sixth grades learned to program robot movements using abstract concepts of speed, distance and direction.…

  8. Problem-Based Learning Environment in Basic Computer Course: Pre-Service Teachers' Achievement and Key Factors for Learning

    ERIC Educational Resources Information Center

    Efendioglu, Akin

    2015-01-01

    This experimental study aims to determine pre-service teachers' achievements and key factors that affect the learning process with regard to problem-based learning (PBL) and lecture-based computer course (LBCC) conditions. The research results showed that the pre-service teachers in the PBL group had significantly higher achievement scores than…

  9. Computer Assisted Learning for Biomedical Engineering Education: Tools

    DTIC Science & Technology

    2001-10-25

    COMPUTER ASSISTED LEARNING FOR BIOMEDICAL ENGINEERING EDUCATION : TOOLS Ayhan ÝSTANBULLU1 Ýnan GÜLER2 1 Department of Electronic...of Technical Education , Gazi University, 06500 Ankara, Türkiye Abstract- Interactive multimedia learning environment is being proposed...Assisted Learning (CAL) are given and some tools used in this area are explained. Together with the developments in the area of distance education

  10. The Effects of a Robot Game Environment on Computer Programming Education for Elementary School Students

    ERIC Educational Resources Information Center

    Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu

    2017-01-01

    In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…

  11. Peer Assessment among Secondary School Students: Introducing a Peer Feedback Tool in the Context of a Computer Supported Inquiry Learning Environment in Science

    ERIC Educational Resources Information Center

    Tsivitanidou, Olia; Zacharia, Zacharias C.; Hovardas, Tasos; Nicolaou, Aphrodite

    2012-01-01

    In this study we introduced a peer feedback tool to secondary school students while aiming at investigating whether this tool leads to a feedback dialogue when using a computer supported inquiry learning environment in science. Moreover, we aimed at examining what type of feedback students ask for and receive and whether the students use the…

  12. Designing for Ab Initio Blended Learning Environments: Identifying Systemic Contradictions

    ERIC Educational Resources Information Center

    Ó Doinn, Oisín

    2017-01-01

    In recent years, Computer Assisted Language Learning (CALL) has become more accessible than ever before. This is largely due to the proliferation of mobile computing devices and the growth of open online language-learning resources. Additionally, since the beginning of the millennium there has been massive growth in the number of students studying…

  13. Leveraging Computer-Mediated Communication Technologies to Enhance Interactions in Online Learning

    ERIC Educational Resources Information Center

    Wright, Linda J.

    2011-01-01

    Computer-mediated communication (CMC) technologies have been an integral part of distance education for many years. They are found in both synchronous and asynchronous platforms and are intended to enhance the learning experience for students. CMC technologies add an interactive element to the online learning environment. The findings from this…

  14. Toward Effective Group Formation in Computer-Supported Collaborative Learning

    ERIC Educational Resources Information Center

    Sadeghi, Hamid; Kardan, Ahmad A.

    2016-01-01

    Group formation task as a starting point for computer-supported collaborative learning plays a key role in achieving pedagogical goals. Various approaches have been reported in the literature to address this problem, but none have offered an optimal solution. In this research, an online learning environment was modeled as a weighted undirected…

  15. Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning

    ERIC Educational Resources Information Center

    Ranalli, Jim

    2008-01-01

    With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…

  16. The Effectiveness of Computers on Vocabulary Learning among Preschool Children: A Semiotic Approach

    ERIC Educational Resources Information Center

    Basoz, Tutku; Can, Dilek Tüfekci

    2016-01-01

    Semiotics has recently achieved some prominence as a theoretical foundation for foreign language learning/teaching. Though there have been a number of research on the semiotics in foreign language learning, the practical use of semiotics in preschool classroom environment still remains unanswered. What is more, the effectiveness of computers on…

  17. Use of an Interculturally Enriched Collaboration Script in Computer-Supported Collaborative Learning in Higher Education

    ERIC Educational Resources Information Center

    Popov, Vitaliy; Biemans, Harm J. A.; Kuznetsov, Andrei N.; Mulder, Martin

    2014-01-01

    In this exploratory study, the authors introduced an interculturally enriched collaboration script (IECS) for working in culturally diverse groups within a computer-supported collaborative learning (CSCL) environment and then assessed student online collaborative behaviour, learning performance and experiences. The question was if and how these…

  18. The Affective Experience of Novice Computer Programmers

    ERIC Educational Resources Information Center

    Bosch, Nigel; D'Mello, Sidney

    2017-01-01

    Novice students (N = 99) participated in a lab study in which they learned the fundamentals of computer programming in Python using a self-paced computerized learning environment involving a 25-min scaffolded learning phase and a 10-min unscaffolded fadeout phase. Students provided affect judgments at approximately 100 points (every 15 s) over the…

  19. Pedagogical Agents as Learning Companions: The Impact of Agent Emotion and Gender

    ERIC Educational Resources Information Center

    Kim, Yanghee; Baylor, A. L.; Shen, E.

    2007-01-01

    The potential of emotional interaction between human and computer has recently interested researchers in human-computer interaction. The instructional impact of this interaction in learning environments has not been established, however. This study examined the impact of emotion and gender of a pedagogical agent as a learning companion (PAL) on…

  20. The Effects of Embedded Generative Learning Strategies and Collaboration on Knowledge Acquisition in a Cognitive Flexibility-Based Computer Learning Environment

    DTIC Science & Technology

    1998-08-07

    cognitive flexibility theory and generative learning theory which focus primarily on the individual student’s cognitive development , collaborative... develop "Handling Transfusion Hazards," a computer program based upon cognitive flexibility theory principles. The Program: Handling Transfusion Hazards...computer program was developed according to cognitive flexibility theory principles. A generative version was then developed by embedding

  1. Examining the Effects of Learning Styles, Epistemic Beliefs and the Computational Experiment Methodology on Learners' Performance Using the Easy Java Simulator Tool in STEM Disciplines

    ERIC Educational Resources Information Center

    Psycharis, Sarantos; Botsari, Evanthia; Chatzarakis, George

    2014-01-01

    Learning styles are increasingly being integrated into computational-enhanced earning environments and a great deal of recent research work is taking place in this area. The purpose of this study was to examine the impact of the computational experiment approach, learning styles, epistemic beliefs, and engagement with the inquiry process on the…

  2. Mathematical Teachers' Perception: Mobile Learning and Constructing 21st Century Collaborative Cloud-Computing Environments in Elementary Public Schools in the State of Kuwait

    ERIC Educational Resources Information Center

    Alqallaf, Nadeyah

    2016-01-01

    The purpose of this study was to examine Kuwaiti mathematical elementary teachers' perceptions about their ability to integrate M-learning (mobile learning) into their current teaching practices and the major barriers hindering teachers' ability to create an M-learning environment. Furthermore, this study sought to understand teachers' perceptions…

  3. Computer-Mediated Glosses in Second Language Reading Comprehension and Vocabulary Learning: A Meta-Analysis

    ERIC Educational Resources Information Center

    Abraham, Lee B.

    2008-01-01

    Language learners have unprecedented opportunities for developing second language literacy skills and intercultural understanding by reading authentic texts on the Internet and in multimedia computer-assisted language learning environments. This article presents findings from a meta-analysis of 11 studies of computer-mediated glosses in second…

  4. Review of Research on the Cognitive Effects of Computer-Assisted Learning.

    ERIC Educational Resources Information Center

    Mandinach, E.; And Others

    This review of the research on the cognitive effects of computer-assisted instruction begins with an overview of the ACCCEL (Assessing Cognitive Consequences of Computer Environments for Learning) research program at the University of California at Berkeley, which consists of several interrelated studies examining the acquisition of such higher…

  5. Telepresence: A "Real" Component in a Model to Make Human-Computer Interface Factors Meaningful in the Virtual Learning Environment

    ERIC Educational Resources Information Center

    Selverian, Melissa E. Markaridian; Lombard, Matthew

    2009-01-01

    A thorough review of the research relating to Human-Computer Interface (HCI) form and content factors in the education, communication and computer science disciplines reveals strong associations of meaningful perceptual "illusions" with enhanced learning and satisfaction in the evolving classroom. Specifically, associations emerge…

  6. Learning and Teaching in a Synchronous Collaborative Environment.

    ERIC Educational Resources Information Center

    Marjanovic, Olivera

    1999-01-01

    Describes a new synchronous collaborative environment that combines interactive learning and Group Support Systems for computer-mediated collaboration. Illustrates its potential to improve critical thinking, problem solving, and communication skills, and describes how teachers' roles are changed. (Author/LRW)

  7. Instructional Designers' Media Selection Practices for Distributed Problem-Based Learning Environments

    ERIC Educational Resources Information Center

    Fells, Stephanie

    2012-01-01

    The design of online or distributed problem-based learning (dPBL) is a nascent, complex design problem. Instructional designers are challenged to effectively unite the constructivist principles of problem-based learning (PBL) with appropriate media in order to create quality dPBL environments. While computer-mediated communication (CMC) tools and…

  8. A Model for Integrating New Technologies into Pre-Service Teacher Training Programs Ajman University (A Case Study)

    ERIC Educational Resources Information Center

    Shaqour, Ali Zuhdi H.

    2005-01-01

    This study introduces a "Technology Integration Model" for a learning environment utilizing constructivist learning principles and integrating new technologies namely computers and the Internet into pre-service teacher training programs. The technology integrated programs and learning environments may assist learners to gain experiences…

  9. The Use of Mobile Technologies in Multimedia-Supported Learning Environments

    ERIC Educational Resources Information Center

    Duygu Eristi, Suzan; Haseski, Halil Ibrahim; Uluuysal, Betul; Karakoyun, Ferit

    2011-01-01

    The aim of the study is to reveal the students' opinions about the use of PDAs (Personal Digital Assistant) in learning environment within the context of multimedia based applications. Through purposeful sampling, 17 undergraduate students attending the elective course of BTO 323 Character Design in Computer Environment in the Department of…

  10. The Effectiveness of Blended Learning Environments

    ERIC Educational Resources Information Center

    Eryilmaz, Meltem

    2015-01-01

    The object of this experimental study is to measure the effectiveness of a blended learning environment which is laid out on the basis of features for face to face and online environments. The study was applied to 110 students who attend to Atilim University, Ankara, Turkey and take Introduction to Computers Course. During the application,…

  11. Does the Medium Dictate the Message? Cultivating E-Communication in an Asynchronous Environment.

    ERIC Educational Resources Information Center

    Kiernan, Mary; Thomas, Pete; Woodroffe, Mark

    Virtual learning environments (VLEs) are often perceived by education establishments as an opportunity to widen access without traditional overheads. An integral part of most VLEs is asynchronous computer conferencing and on-line moderators must help students migrate quickly to the new virtual environment to minimize learning disruption. This…

  12. A Cross-Cultural Study of the Effect of a Graph-Oriented Computer-Assisted Project-Based Learning Environment on Middle School Students' Science Knowledge and Argumentation Skills

    ERIC Educational Resources Information Center

    Hsu, P.-S.; Van Dyke, M.; Chen, Y.; Smith, T. J.

    2016-01-01

    The purpose of this mixed-methods study was to explore how seventh graders in a suburban school in the United States and sixth graders in an urban school in Taiwan developed argumentation skills and science knowledge in a project-based learning environment that incorporated a graph-oriented, computer-assisted application (GOCAA). A total of 42…

  13. The direction of cloud computing for Malaysian education sector in 21st century

    NASA Astrophysics Data System (ADS)

    Jaafar, Jazurainifariza; Rahman, M. Nordin A.; Kadir, M. Fadzil A.; Shamsudin, Syadiah Nor; Saany, Syarilla Iryani A.

    2017-08-01

    In 21st century, technology has turned learning environment into a new way of education to make learning systems more effective and systematic. Nowadays, education institutions are faced many challenges to ensure the teaching and learning process is running smoothly and manageable. Some of challenges in the current education management are lack of integrated systems, high cost of maintenance, difficulty of configuration and deployment as well as complexity of storage provision. Digital learning is an instructional practice that use technology to make learning experience more effective, provides education process more systematic and attractive. Digital learning can be considered as one of the prominent application that implemented under cloud computing environment. Cloud computing is a type of network resources that provides on-demands services where the users can access applications inside it at any location and no time border. It also promises for minimizing the cost of maintenance and provides a flexible of data storage capacity. The aim of this article is to review the definition and types of cloud computing for improving digital learning management as required in the 21st century education. The analysis of digital learning context focused on primary school in Malaysia. Types of cloud applications and services in education sector are also discussed in the article. Finally, gap analysis and direction of cloud computing in education sector for facing the 21st century challenges are suggested.

  14. Development and Evaluation of an E-Learning Course for Deaf and Hard of Hearing Based on the Advanced Adapted Pedagogical Index Method

    ERIC Educational Resources Information Center

    Debevc, Matjaž; Stjepanovic, Zoran; Holzinger, Andreas

    2014-01-01

    Web-based and adapted e-learning materials provide alternative methods of learning to those used in a traditional classroom. Within the study described in this article, deaf and hard of hearing people used an adaptive e-learning environment to improve their computer literacy. This environment included streaming video with sign language interpreter…

  15. Learners' Use of Communication Strategies in Text-Based and Video-Based Synchronous Computer-Mediated Communication Environments: Opportunities for Language Learning

    ERIC Educational Resources Information Center

    Hung, Yu-Wan; Higgins, Steve

    2016-01-01

    This study investigates the different learning opportunities enabled by text-based and video-based synchronous computer-mediated communication (SCMC) from an interactionist perspective. Six Chinese-speaking learners of English and six English-speaking learners of Chinese were paired up as tandem (reciprocal) learning dyads. Each dyad participated…

  16. Spider World: A Robot Language for Learning to Program. Assessing the Cognitive Consequences of Computer Environments for Learning (ACCCEL).

    ERIC Educational Resources Information Center

    Dalbey, John; Linn, Marcia

    Spider World is an interactive program designed to help individuals with no previous computer experience to learn the fundamentals of programming. The program emphasizes cognitive tasks which are central to programming and provides significant problem-solving opportunities. In Spider World, the user commands a hypothetical robot (called the…

  17. Physics Learning with a Computer Algebra System: Towards a Learning Environment That Promotes Enhanced Problem Representations.

    ERIC Educational Resources Information Center

    Savelsbergh, Elwin R.; Ferguson-Hessler, Monica G. M.; de Jong, Ton

    An approach to teaching problem-solving based on using the computer software Mathematica is applied to the study of electrostatics and is compared with the normal approach to the module. Learning outcomes for both approaches were not significantly different. The experimental course successfully addressed a number of misconceptions. Students in the…

  18. The Goal Specificity Effect on Strategy Use and Instructional Efficiency during Computer-Based Scientific Discovery Learning

    ERIC Educational Resources Information Center

    Kunsting, Josef; Wirth, Joachim; Paas, Fred

    2011-01-01

    Using a computer-based scientific discovery learning environment on buoyancy in fluids we investigated the "effects of goal specificity" (nonspecific goals vs. specific goals) for two goal types (problem solving goals vs. learning goals) on "strategy use" and "instructional efficiency". Our empirical findings close an important research gap,…

  19. El Silencio: A Rural Community of Learners and Media Creators

    ERIC Educational Resources Information Center

    Urrea, Claudia

    2010-01-01

    A one-to-one learning environment, where each participating student and the teacher use a laptop computer, provides an invaluable opportunity for rethinking learning and studying the ways in which children can program computers and learn to think about their own thinking styles and become epistemologists. This article presents a study done in a…

  20. An application of the TROFLEI in secondary-school science classes in New Zealand

    NASA Astrophysics Data System (ADS)

    Bhan Koul, Rekha; Fisher, D. L.; Shaw, Toni

    2011-07-01

    Background and purpose: The present study reports on the findings of a study conducted in New Zealand using the actual and preferred forms of a classroom environment instrument, the Technology-Rich Outcomes-focussed Learning Environment Inventory (TROFLEI) and three affective outcome scales. Main aims of this study were to validate the instrument for use in New Zealand; to investigate differences between students' perceptions of (a) actual and preferred learning environments, (b) year levels and (c) gender; and to investigate associations between science classroom learning environment, attitude and self-efficacy. Sample TROFLEI was administered to 1027 high-school students from 30 classes. Design and method The 80-item TROFLEI assesses 10 classroom environment dimensions: student cohesiveness, teacher support, involvement, investigation, task orientation, cooperation, equity, differentiation, computer usage and young adult ethos. The three affective outcome scales used in the study are attitude to subject, attitude to computers and academic efficacy. Results The validity and reliability of the TROFLEI and three affective outcome scales for use in New Zealand were established. Differences in actual and preferred scores confirmed that students participating in the study sought better learning environments. Female students generally perceived their technology-related learning environment more positively. Year-13 students had consistently higher means for most (8 out of 13) of the learning environment dimensions. Statistically significant associations were found between the scales of TROLFLEI and three affective outcome scales. Conclusions The results of this study assist us in understanding the psychosocial learning environments in New Zealand in a technology-supported classroom and to determine its effectiveness in terms of selected learner outcomes.

  1. Improved Distance Learning Environment For Marine Forces Reserve

    DTIC Science & Technology

    2016-09-01

    keyboard, to 20 form a desktop computer . Laptop computers share similar components but add mobility to the user. If additional desktop computers ...for stationary computing devices such as desktop PCs and laptops include the Microsoft Windows, Mac OS, and Linux families of OSs 44 (Hopkins...opportunities to all Marines. For active duty Marines, government-provided desktops and laptops (GPDLs) typically support DL T&E or learning resource

  2. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    ERIC Educational Resources Information Center

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  3. The Role of Computer Simulation in an Inquiry-Based Learning Environment: Reconstructing Geological Events as Geologists

    ERIC Educational Resources Information Center

    Lin, Li-Fen; Hsu, Ying-Shao; Yeh, Yi-Fen

    2012-01-01

    Several researchers have investigated the effects of computer simulations on students' learning. However, few have focused on how simulations with authentic contexts influences students' inquiry skills. Therefore, for the purposes of this study, we developed a computer simulation (FossilSim) embedded in an authentic inquiry lesson. FossilSim…

  4. Teaching an Interdisciplinary Graduate-Level Methods Course in an Openly-Networked Connected Learning Environment: A Glass Half-Full

    ERIC Educational Resources Information Center

    Secret, Mary; Bryant, Nita L.; Cummings, Cory R.

    2017-01-01

    Our paper describes the design and delivery of an online interdisciplinary social science research methods course (ISRM) for graduate students in sociology, education, social work, and public administration. Collaborative activities and learning took place in two types of computer-mediated learning environments: a closed Blackboard course…

  5. Shallow Strategy Development in a Teachable Agent Environment Designed to Support Self-Regulated Learning

    ERIC Educational Resources Information Center

    Roscoe, Rod D.; Segedy, James R.; Sulcer, Brian; Jeong, Hogyeong; Biswas, Gautam

    2013-01-01

    To support self-regulated learning (SRL), computer-based learning environments (CBLEs) are often designed to be open-ended and multidimensional. These systems incorporate diverse features that allow students to enact and reveal their SRL strategies via the choices they make. However, research shows that students' use of such features is limited;…

  6. Analyzing User Interaction to Design an Intelligent e-Learning Environment

    ERIC Educational Resources Information Center

    Sharma, Richa

    2011-01-01

    Building intelligent course designing systems adaptable to the learners' needs is one of the key goals of research in e-learning. This goal is all the more crucial as gaining knowledge in an e-learning environment depends solely on computer mediated interaction within the learner group and among the learners and instructors. The patterns generated…

  7. Advanced Training Technologies and Learning Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K. (Compiler); Malone, John B. (Compiler)

    1999-01-01

    This document contains the proceedings of the Workshop on Advanced Training Technologies and Learning Environments held at NASA Langley Research Center, Hampton, Virginia, March 9-10, 1999. The workshop was jointly sponsored by the University of Virginia's Center for Advanced Computational Technology and NASA. Workshop attendees were from NASA, other government agencies, industry, and universities. The objective of the workshop was to assess the status and effectiveness of different advanced training technologies and learning environments.

  8. An E-learning System based on Affective Computing

    NASA Astrophysics Data System (ADS)

    Duo, Sun; Song, Lu Xue

    In recent years, e-learning as a learning system is very popular. But the current e-learning systems cannot instruct students effectively since they do not consider the emotional state in the context of instruction. The emergence of the theory about "Affective computing" can solve this question. It can make the computer's intelligence no longer be a pure cognitive one. In this paper, we construct an emotional intelligent e-learning system based on "Affective computing". A dimensional model is put forward to recognize and analyze the student's emotion state and a virtual teacher's avatar is offered to regulate student's learning psychology with consideration of teaching style based on his personality trait. A "man-to-man" learning environment is built to simulate the traditional classroom's pedagogy in the system.

  9. VBOT: Motivating computational and complex systems fluencies with constructionist virtual/physical robotics

    NASA Astrophysics Data System (ADS)

    Berland, Matthew W.

    As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?

  10. The Effective Use of Virtual Environments in the Education and Rehabilitation of Students with Intellectual Disabilities.

    ERIC Educational Resources Information Center

    Standen, P. J.; Brown, D. J.; Cromby, J. J.

    2001-01-01

    Reviews the use of one type of computer software, virtual environments, for its potential in the education and rehabilitation of people with intellectual disabilities. Topics include virtual environments in special education; transfer of learning; adult learning; the role of the tutor; and future directions, including availability, accessibility,…

  11. Influence of Learning Style and Learning Flexibility on Clinical Judgment of Prelicensure Nursing Students within a Human Patient Computer Simulation Environment

    ERIC Educational Resources Information Center

    Robison, Elizabeth Sharon

    2012-01-01

    Nursing education is experiencing a transition in how students are exposed to clinical situations. Technology, specifically human patient computer simulation, is replacing human exposure in clinical education (Nehring, 2010b). Kaakinen and Arwood (2009) discuss the need to apply learning theories to instructional designs involving simulation for…

  12. Elearn: A Collaborative Educational Virtual Environment.

    ERIC Educational Resources Information Center

    Michailidou, Anna; Economides, Anastasios A.

    Virtual Learning Environments (VLEs) that support collaboration are one of the new technologies that have attracted great interest. VLEs are learning management software systems composed of computer-mediated communication software and online methods of delivering course material. This paper presents ELearn, a collaborative VLE for teaching…

  13. Dataset of Scientific Inquiry Learning Environment

    ERIC Educational Resources Information Center

    Ting, Choo-Yee; Ho, Chiung Ching

    2015-01-01

    This paper presents the dataset collected from student interactions with INQPRO, a computer-based scientific inquiry learning environment. The dataset contains records of 100 students and is divided into two portions. The first portion comprises (1) "raw log data", capturing the student's name, interfaces visited, the interface…

  14. Introducing Seismic Tomography with Computational Modeling

    NASA Astrophysics Data System (ADS)

    Neves, R.; Neves, M. L.; Teodoro, V.

    2011-12-01

    Learning seismic tomography principles and techniques involves advanced physical and computational knowledge. In depth learning of such computational skills is a difficult cognitive process that requires a strong background in physics, mathematics and computer programming. The corresponding learning environments and pedagogic methodologies should then involve sets of computational modelling activities with computer software systems which allow students the possibility to improve their mathematical or programming knowledge and simultaneously focus on the learning of seismic wave propagation and inverse theory. To reduce the level of cognitive opacity associated with mathematical or programming knowledge, several computer modelling systems have already been developed (Neves & Teodoro, 2010). Among such systems, Modellus is particularly well suited to achieve this goal because it is a domain general environment for explorative and expressive modelling with the following main advantages: 1) an easy and intuitive creation of mathematical models using just standard mathematical notation; 2) the simultaneous exploration of images, tables, graphs and object animations; 3) the attribution of mathematical properties expressed in the models to animated objects; and finally 4) the computation and display of mathematical quantities obtained from the analysis of images and graphs. Here we describe virtual simulations and educational exercises which enable students an easy grasp of the fundamental of seismic tomography. The simulations make the lecture more interactive and allow students the possibility to overcome their lack of advanced mathematical or programming knowledge and focus on the learning of seismological concepts and processes taking advantage of basic scientific computation methods and tools.

  15. Learning with Interactive Computer Graphics in the Undergraduate Neuroscience Classroom

    PubMed Central

    Pani, John R.; Chariker, Julia H.; Naaz, Farah; Mattingly, William; Roberts, Joshua; Sephton, Sandra E.

    2014-01-01

    Instruction of neuroanatomy depends on graphical representation and extended self-study. As a consequence, computer-based learning environments that incorporate interactive graphics should facilitate instruction in this area. The present study evaluated such a system in the undergraduate neuroscience classroom. The system used the method of adaptive exploration, in which exploration in a high fidelity graphical environment is integrated with immediate testing and feedback in repeated cycles of learning. The results of this study were that students considered the graphical learning environment to be superior to typical classroom materials used for learning neuroanatomy. Students managed the frequency and duration of study, test, and feedback in an efficient and adaptive manner. For example, the number of tests taken before reaching a minimum test performance of 90% correct closely approximated the values seen in more regimented experimental studies. There was a wide range of student opinion regarding the choice between a simpler and a more graphically compelling program for learning sectional anatomy. Course outcomes were predicted by individual differences in the use of the software that reflected general work habits of the students, such as the amount of time committed to testing. The results of this introduction into the classroom are highly encouraging for development of computer-based instruction in biomedical disciplines. PMID:24449123

  16. Effects of Static Visuals and Computer-Generated Animations in Facilitating Immediate and Delayed Achievement in the EFL Classroom

    ERIC Educational Resources Information Center

    Lin, Huifen; Chen, Tsuiping; Dwyer, Francis M.

    2006-01-01

    The purpose of this experimental study was to compare the effects of using static visuals versus computer-generated animation to enhance learners' comprehension and retention of a content-based lesson in a computer-based learning environment for learning English as a foreign language (EFL). Fifty-eight students from two EFL reading sections were…

  17. Learner-Environment Fit: University Students in a Computer Room.

    ERIC Educational Resources Information Center

    Yeaman, Andrew R. J.

    The purpose of this study was to apply the theory of person-environment fit in assessing student well-being in a university computer room. Subjects were 12 students enrolled in a computer literacy course. Their learning behavior and well-being were evaluated on the basis of three symptoms of video display terminal stress usually found in the…

  18. A Study of Building a Resource-Based Learning Environment with the Inquiry Learning Approach: Knowledge of Family Trees

    ERIC Educational Resources Information Center

    Kong, Siu Cheung; So, Wing Mui Winnie

    2008-01-01

    This study aims to provide teachers with ways and means to facilitate learners to develop nomenclature knowledge of family trees through the establishment of resource-based learning environments (RBLEs). It discusses the design of an RBLE in the classroom by selecting an appropriate context with the assistance of computer-mediated learning…

  19. Diagnosing Learners' Problem-Solving Strategies Using Learning Environments with Algorithmic Problems in Secondary Education

    ERIC Educational Resources Information Center

    Kiesmuller, Ulrich

    2009-01-01

    At schools special learning and programming environments are often used in the field of algorithms. Particularly with regard to computer science lessons in secondary education, they are supposed to help novices to learn the basics of programming. In several parts of Germany (e.g., Bavaria) these fundamentals are taught as early as in the seventh…

  20. When Knowing More Means Knowing Less: Understanding the Impact of Computer Experience on e-Learning and e-Learning Outcomes

    ERIC Educational Resources Information Center

    Kushnir, Lena Paulo

    2009-01-01

    Students often report feeling more overloaded in courses that use e-learning environments compared to traditional face-to-face courses that do not use such environments. Discussions here consider online design and organizational factors that might contribute to students' reports of information overload. It was predicted that certain online factors…

  1. Surgical skill acquisition with self-directed practice using computer-based video training.

    PubMed

    Jowett, Nathan; LeBlanc, Vicki; Xeroulis, George; MacRae, Helen; Dubrowski, Adam

    2007-02-01

    Computer-based video training (CBVT) provides flexible opportunities for surgical trainees to learn fundamental technical skills, but may be ineffective in self-directed practice settings because of poor trainee self-assessment. This study examined whether CBVT is effective in a self-directed learning environment among novice trainees. Thirty novice trainees used CBVT to learn the 1-handed square knot while self-assessing their proficiency every 3 minutes. On reaching self-assessed skill proficiency, trainees were randomized to either cease practice or to complete additional practice. Performance was evaluated with computer and expert-based measures during practice and on pretests, posttests, and 1-week retention tests. Analyses revealed performance improvements for both groups (all P < .05), but no differences between the 2 groups (all P > .05) on all tests. CBVT for the 1-handed square knot is effective in a self-directed learning environment among novices. This lends support to the implementation of self-directed digital media-based learning within surgical curricula.

  2. Instruction of Computer Supported Collaborative Learning Environment and Students' Contribution Quality

    ERIC Educational Resources Information Center

    Akgün, Ergün; Akkoyunlu, Buket

    2013-01-01

    Along with the integration of network and communication innovations into education, those technology enriched learning environments gained importance both qualitatively and operationally. Using network and communication innovations in the education field, provides diffusion of information and global accessibility, and also allows physically…

  3. Moving beyond the White Cane: Building an Online Learning Environment for the Visually Impaired Professional.

    ERIC Educational Resources Information Center

    Mitchell, Donald P.; Scigliano, John A.

    2000-01-01

    Describes the development of an online learning environment for a visually impaired professional. Topics include physical barriers, intellectual barriers, psychological barriers, and technological barriers; selecting appropriate hardware and software; and combining technologies that include personal computers, Web-based resources, network…

  4. Information Seeking in a Virtual Learning Environment.

    ERIC Educational Resources Information Center

    Byron, Suzanne M.; Young, Jon I.

    2000-01-01

    Examines the applicability of Kuhlthau's Information Search Process Model in the context of a virtual learning environment at the University of North Texas that used virtual collaborative software. Highlights include cognitive and affective aspects of information seeking; computer experience and confidence; and implications for future research.…

  5. Gifted Students and Logo: Teacher's Role.

    ERIC Educational Resources Information Center

    Flickinger, Gayle Glidden

    1987-01-01

    The Logo computer program is well-suited to gifted students' learning style characteristics (independence, fluency, persistence); learning style preferences (learning alone, use of tactile and kinesthetic senses, and sound in the learning environment); and teaching method preferences (independent projects, discussion, flexibility, and traditional…

  6. Design Rationale for a Complex Performance Assessment

    ERIC Educational Resources Information Center

    Williamson, David M.; Bauer, Malcolm; Steinberg, Linda S.; Mislevy, Robert J.; Behrens, John T.; DeMark, Sarah F.

    2004-01-01

    In computer-based interactive environments meant to support learning, students must bring a wide range of relevant knowledge, skills, and abilities to bear jointly as they solve meaningful problems in a learning domain. To function effectively as an assessment, a computer system must additionally be able to evoke and interpret observable evidence…

  7. Individual Differences in Learning from an Intelligent Discovery World: Smithtown.

    ERIC Educational Resources Information Center

    Shute, Valerie J.

    "Smithtown" is an intelligent computer program designed to enhance an individual's scientific inquiry skills as well as to provide an environment for learning principles of basic microeconomics. It was hypothesized that intelligent computer instruction on applying effective interrogative skills (e.g., changing one variable at a time…

  8. Advances in Computer-Supported Learning

    ERIC Educational Resources Information Center

    Neto, Francisco; Brasileiro, Francisco

    2007-01-01

    The Internet and growth of computer networks have eliminated geographic barriers, creating an environment where education can be brought to a student no matter where that student may be. The success of distance learning programs and the availability of many Web-supported applications and multimedia resources have increased the effectiveness of…

  9. Student Sensemaking with Science Diagrams in a Computer-Based Setting

    ERIC Educational Resources Information Center

    Furberg, Anniken; Kluge, Anders; Ludvigsen, Sten

    2013-01-01

    This paper reports on a study of students' conceptual sensemaking with science diagrams within a computer-based learning environment aimed at supporting collaborative learning. Through the microanalysis of students' interactions in a project about energy and heat transfer, we demonstrate "how" representations become productive social and cognitive…

  10. Formal and Information Learning in a Computer Clubhouse Environment

    ERIC Educational Resources Information Center

    McDougall, Anne; Lowe, Jenny; Hopkins, Josie

    2004-01-01

    This paper outlines the establishment and running of an after-school Computer Clubhouse, describing aspects of the leadership, mentoring and learning activities undertaken there. Research data has been collected from examination of documents associated with the Clubhouse, interviews with its founders, Director, session leaders and mentors, and…

  11. Integration of Computers into an EFL Reading Classroom

    ERIC Educational Resources Information Center

    Lim, Kang-Mi; Shen, Hui Zhong

    2006-01-01

    This study examined the impact of Computer Assisted Language Learning (CALL) on Korean TAFE (Technical and Further Education) college students in an English as a Foreign Language (EFL) reading classroom in terms of their perceptions of learning environment and their reading performance. The study compared CALL and traditional reading classes over…

  12. Learning about Locomotion Patterns from Visualizations: Effects of Presentation Format and Realism

    ERIC Educational Resources Information Center

    Imhof, Birgit; Scheiter, Katharina; Gerjets, Peter

    2011-01-01

    The rapid development of computer graphics technology has made possible an easy integration of dynamic visualizations into computer-based learning environments. This study examines the relative effectiveness of dynamic visualizations, compared either to sequentially or simultaneously presented static visualizations. Moreover, the degree of realism…

  13. Computer-Assisted Language Learning Authoring Issues

    ERIC Educational Resources Information Center

    Otto, Sue E. K.; Pusack, James P.

    2009-01-01

    Computer-assisted language learning (CALL) authoring refers to a wide variety of creative development activities using software tools that run the gamut from simple templates (easy-to-use predefined forms into which content is typed) to complex authoring environments (flexible but harder-to-use systems, requiring advanced skills and a great deal…

  14. Learning with Interactive Computer Graphics in the Undergraduate Neuroscience Classroom

    ERIC Educational Resources Information Center

    Pani, John R.; Chariker, Julia H.; Naaz, Farah; Mattingly, William; Roberts, Joshua; Sephton, Sandra E.

    2014-01-01

    Instruction of neuroanatomy depends on graphical representation and extended self-study. As a consequence, computer-based learning environments that incorporate interactive graphics should facilitate instruction in this area. The present study evaluated such a system in the undergraduate neuroscience classroom. The system used the method of…

  15. Connecting Expectations and Values: Students' Perceptions of Developmental Mathematics in a Computer-Based Learning Environment

    ERIC Educational Resources Information Center

    Jackson, Karen Latrice Terrell

    2014-01-01

    Students' perceptions influence their expectations and values. According to Expectations and Values Theory of Achievement Motivation (EVT-AM), students' expectations and values impact their behaviors (Eccles & Wigfield, 2002). This study seeks to find students' perceptions of developmental mathematics in a mastery learning computer-based…

  16. An Intelligent Tutor for Basic Algebra.

    ERIC Educational Resources Information Center

    McArthur, David; Stasz, Cathleen

    The stated goal of Individual Computer-Assisted Instruction (ICAI) research is the development of computer software that combines much of the subject matter being studied, any particular student's learning schema, and the pedagogical knowledge of human tutors into a powerful one-to-one learning environment. This report describes the initial steps…

  17. Primary School Pupils' Attitudes toward Learning Programming through Visual Interactive Environments

    ERIC Educational Resources Information Center

    Asad, Khaled; Tibi, Moanis; Raiyn, Jamal

    2016-01-01

    New generations are using and playing with mobile and computer applications extensively. These applications are the outcomes of programming work that involves skills, such as computational and algorithmic thinking. Learning programming is not easy for students children. In recent years, academic institutions like the Massachusetts Institute of…

  18. Developing Simulations in Multi-User Virtual Environments to Enhance Healthcare Education

    ERIC Educational Resources Information Center

    Rogers, Luke

    2011-01-01

    Computer-based clinical simulations are a powerful teaching and learning tool because of their ability to expand healthcare students' clinical experience by providing practice-based learning. Despite the benefits of traditional computer-based clinical simulations, there are significant issues that arise when incorporating them into a flexible,…

  19. Claremont Reading Conference. Forty-Eighth Yearbook: Reading in the Age of the Computer; Proceedings of the Claremont Reading Conference (51st, Claremont, California, March 20-21, 1984).

    ERIC Educational Resources Information Center

    Douglass, Malcolm P., Ed.

    The articles in this collection approach the theme of "Reading in the Age of the Computer" in a variety of ways. Topics covered in the 26 articles include the following: (1) children, school, and computers; (2) new kinds of electronic learning environments; (3) the personal computer for creative learning and thinking; (4) going beyond…

  20. The Use of an Online Learning and Teaching System for Monitoring Computer Aided Design Student Participation and Predicting Student Success

    ERIC Educational Resources Information Center

    Akhtar, S.; Warburton, S.; Xu, W.

    2017-01-01

    In this paper we report on the use of a purpose built Computer Support Collaborative learning environment designed to support lab-based CAD teaching through the monitoring of student participation and identified predictors of success. This was carried out by analysing data from the interactive learning system and correlating student behaviour with…

  1. Using Interprofessional Learning for Continuing Education: Development and Evaluation of the Graduate Certificate Program in Health Professional Education for Clinicians.

    PubMed

    Henderson, Saras; Dalton, Megan; Cartmel, Jennifer

    2016-01-01

    Health professionals may be expert clinicians but do not automatically make effective teachers and need educational development. In response, a team of health academics at an Australian university developed and evaluated the continuing education Graduate Certificate in Health Professional Education Program using an interprofessional learning model. The model was informed by Collins interactional expertise and Knowles adult learning theories. The team collaboratively developed and taught four courses in the program. Blended learning methods such as web-based learning, face-to-face workshops, and online discussion forums were used. Twenty-seven multidisciplinary participants enrolled in the inaugural program. Focus group interview, self-report questionnaires, and teacher observations were used to evaluate the program. Online learning motivated participants to learn in a collaborative virtual environment. The workshops conducted in an interprofessional environment promoted knowledge sharing and helped participants to better understand other discipline roles, so they could conduct clinical education within a broader health care team context. Work-integrated assessments supported learning relevance. The teachers, however, observed that some participants struggled because of lack of computer skills. Although the interprofessional learning model promoted collaboration and flexibility, it is important to note that consideration be given to participants who are not computer literate. We therefore conducted a library and computer literacy workshop in orientation week which helped. An interprofessional learning environment can assist health professionals to operate outside their "traditional silos" leading to a more collaborative approach to the provision of care. Our experience may assist other organizations in developing similar programs.

  2. The Teaching and Learning Environment SAIDA: Some Features and Lessons.

    ERIC Educational Resources Information Center

    Grandbastien, Monique; Morinet-Lambert, Josette

    Written in ADA language, SAIDA, a Help System for Data Implementation, is an experimental teaching and learning environment which uses artificial intelligence techniques to teach a computer science course on abstract data representations. The application domain is teaching advanced programming concepts which have not received much attention from…

  3. Use of FirstClass as a Collaborative Learning Environment.

    ERIC Educational Resources Information Center

    Persico, Donatella; Manca, Stefania

    2000-01-01

    Describes the use of SoftArc Intranet FirstClass, a collaborative learning environment that uses computer conferencing, and discusses pros and cons of choosing this system for running online courses from a distance. Presents case studies from Italy and presents viewpoints of students, tutors, designers and administrators. (Author/LRW)

  4. Selecting Educational Equipment and Materials for School and Home.

    ERIC Educational Resources Information Center

    Moyer, Joan, Ed.

    This revised publication focuses on selection issues relating to multicultural anti-bias curriculum, diversity, and inclusion while giving special consideration to the use of computers in classrooms. The first part of the booklet deals with the learning environment. The first article, "Creating the Learning Environment: Context for Learning…

  5. The Tragedy of the Commons

    ERIC Educational Resources Information Center

    Short, Daniel

    2016-01-01

    The tragedy of the commons is one of the principal tenets of ecology. Recent developments in experiential computer-based simulation of the tragedy of the commons are described. A virtual learning environment is developed using the popular video game "Minecraft". The virtual learning environment is used to experience first-hand depletion…

  6. Modelling Learners' Cognitive, Affective, and Social Processes through Language and Discourse

    ERIC Educational Resources Information Center

    Dowell, Nia M. M.; Graesser, Arthur C.

    2014-01-01

    An emerging trend toward computer-mediated collaborative learning environments promotes lively exchanges between learners in order to facilitate learning. Discourse can play an important role in enhancing epistemology, pedagogy, and assessments in these environments. In this paper, we highlight some of our recent work showing the advantages using…

  7. Scientific Inquiry, Digital Literacy, and Mobile Computing in Informal Learning Environments

    ERIC Educational Resources Information Center

    Marty, Paul F.; Alemanne, Nicole D.; Mendenhall, Anne; Maurya, Manisha; Southerland, Sherry A.; Sampson, Victor; Douglas, Ian; Kazmer, Michelle M.; Clark, Amanda; Schellinger, Jennifer

    2013-01-01

    Understanding the connections between scientific inquiry and digital literacy in informal learning environments is essential to furthering students' critical thinking and technology skills. The Habitat Tracker project combines a standards-based curriculum focused on the nature of science with an integrated system of online and mobile computing…

  8. The Impact on Homes with a School-Provided Laptop

    ERIC Educational Resources Information Center

    Bu Shell, Shawna M.

    2012-01-01

    For decades, educational policy advocates have argued for providing technology to students to enhance their learning environments. From filmstrips (Oppenheimer, 1997) to desktop computers (Cuban, 2002) to laptops (Silvernail, 2009; Warschauer, 2006), they have attempted to change the environment and style in which students learn, and how tools can…

  9. Technology Uses in Creating Second Language Learning Environments: When Learners Are Creators

    ERIC Educational Resources Information Center

    Zhang, Gaoming

    2010-01-01

    From a learner-as-creator perspective, this study investigates how second language learners use technology, especially computers and the Internet, to construct their language learning environments. This study also attempts to identify factors that affected the frequency of technology by second language learners. Participants were 102 Chinese…

  10. The Scratch Programming Language and Environment

    ERIC Educational Resources Information Center

    Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn

    2010-01-01

    Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…

  11. Spatial Thinking: Precept for Understanding Operational Environments

    DTIC Science & Technology

    2016-06-10

    A Computer Movie Simulating Urban Growth in the Detroit Region,” 236. 29 U.S. National Research Council, Learning to Think Spatially: GIS as a... children and spatial language, the article focuses on the use of geospatial information systems (GIS) as a support mechanism for learning to think...Thinking, Cognition, Learning , Geospatial, Operating Environment, Space Perception 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT 18

  12. Cloud-Based versus Local-Based Web Development Education: An Experimental Study in Learning Experience

    ERIC Educational Resources Information Center

    Pike, Ronald E.; Pittman, Jason M.; Hwang, Drew

    2017-01-01

    This paper investigates the use of a cloud computing environment to facilitate the teaching of web development at a university in the Southwestern United States. A between-subjects study of students in a web development course was conducted to assess the merits of a cloud computing environment instead of personal computers for developing websites.…

  13. Assessment of the Effectiveness of the Educational Environment Supported by Computer Aided Presentations at Primary School Level

    ERIC Educational Resources Information Center

    Kose, Erdogan

    2009-01-01

    The objective of this study is to assess the effectiveness of the educational environment supported by computer aided presentations at primary school. The effectiveness of the environment has been evaluated in terms of students' learning and remembering what they have learnt. In the study, we have compared experimental group and control group in…

  14. Using Learning Analytics for Preserving Academic Integrity

    ERIC Educational Resources Information Center

    Amigud, Alexander; Arnedo-Moreno, Joan; Daradoumis, Thanasis; Guerrero-Roldan, Ana-Elena

    2017-01-01

    This paper presents the results of integrating learning analytics into the assessment process to enhance academic integrity in the e-learning environment. The goal of this research is to evaluate the computational-based approach to academic integrity. The machine-learning based framework learns students' patterns of language use from data,…

  15. Interaction Forms in Successful Collaborative Learning in Virtual Learning Environments

    ERIC Educational Resources Information Center

    Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna

    2016-01-01

    Despite the numerous studies on social interaction in collaborative learning, little is known about interaction forms in successful computer-supported collaborative learning situations. The purpose of this study was to explore and understand student interaction in successful collaborative learning during a university course which was mediated by…

  16. The Relationships among Group Size, Participation, and Performance of Programming Language Learning Supported with Online Forums

    ERIC Educational Resources Information Center

    Shaw, Ruey-Shiang

    2013-01-01

    This study examined the relationships among group size, participation, and learning performance factors when learning a programming language in a computer-supported collaborative learning (CSCL) context. An online forum was used as the CSCL environment for learning the Microsoft ASP.NET programming language. The collaborative-learning experiment…

  17. Confusion and Complex Learning during Interactions with Computer Learning Environments

    ERIC Educational Resources Information Center

    Lehman, Blair; D'Mello, Sidney; Graesser, Art

    2012-01-01

    Folk wisdom holds that being confused is detrimental to learning. However, research on emotions and learning suggest a somewhat more complex relationship between confusion and learning outcomes. In fact, it has been proposed that impasses that trigger states of cognitive disequilibrium and confusion can create opportunities for deep learning of…

  18. Multi-Agent Framework for Virtual Learning Spaces.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  19. Online Collaborative Learning: Theory and Practice

    ERIC Educational Resources Information Center

    Roberts, Tim, Ed.

    2004-01-01

    "Online Collaborative Learning: Theory and Practice" provides a resource for researchers and practitioners in the area of online collaborative learning (also known as CSCL, computer-supported collaborative learning), particularly those working within a tertiary education environment. It includes articles of relevance to those interested in both…

  20. Netlearning and Learning through Networks

    ERIC Educational Resources Information Center

    Wiberg, Mikael

    2007-01-01

    Traditional non-computerized learning environments are typically founded on an understanding of learning as acquiring silence for an effective "individual learning process". Recently, it has also been reported that the high expectations for the impact of computer-based technology on educational practice have not been realized. This paper…

  1. Employing a Structured Interface to Advance Primary Students' Communicative Competence in a Text-Based Computer Mediated Environment

    ERIC Educational Resources Information Center

    Chiu, Chiung-Hui; Wu, Chiu-Yi; Hsieh, Sheng-Jieh; Cheng, Hsiao-Wei; Huang, Chung-Kai

    2013-01-01

    This study investigated whether a structured communication interface fosters primary students' communicative competence in a synchronous typewritten computer-mediated collaborative learning environment. The structured interface provided a set of predetermined utterance patterns for elementary students to use or imitate to develop communicative…

  2. PERKAM: Personalized Knowledge Awareness Map for Computer Supported Ubiquitous Learning

    ERIC Educational Resources Information Center

    El-Bishouty, Moushir M.; Ogata, Hiroaki; Yano, Yoneo

    2007-01-01

    This paper introduces a ubiquitous computing environment in order to support the learners while doing tasks; this environment is called PERKAM (PERsonalized Knowledge Awareness Map). PERKAM allows the learners to share knowledge, interact, collaborate, and exchange individual experiences. It utilizes the RFID ubiquities technology to detect the…

  3. Attitude to the Use of the Computer for Learning Biological Concepts and Achievement of Students in an Environment Dominated by Indigenous Technology.

    ERIC Educational Resources Information Center

    Jegede, Olugbemiro J.; And Others

    The use of computers to facilitate learning is yet to make an appreciable in-road into the teaching-learning process in most developing Third World countries. The purchase cost and maintenance expenses of the equipment are the major inhibiting factors related to adoption of this high technology in these countries. This study investigated: (1) the…

  4. Overcoming Computer Anxiety: A Three-Step Process for Adult Learners

    ERIC Educational Resources Information Center

    Sivakumaran, Thillainatarajan; Lux, Allison C.

    2011-01-01

    Many adult learners returning to school later in life have discovered that technology is heavily embedded in the learning environment. Learning both course contents and technology in unison can be a daunting task for students who feel intimidated by technology. Computer anxiety is a term that describes resistance, fear or anxieties towards…

  5. Constructing a Deconstructed Campus: Instructional Design as Vital Bricks and Mortar

    ERIC Educational Resources Information Center

    Ross, Steven M.; Morrison, Gary R.

    2012-01-01

    In this rejoinder to Mazoue ("J Comput High Educ," 2012) article, "the deconstructed campus," we react to his arguments regarding the replacement of face-to-face teaching on college campuses with computer-supported approaches, including on-line learning, intelligent cognitive tutors, and open-ended learning environments where, rather than being…

  6. Subgroup Discovery with User Interaction Data: An Empirically Guided Approach to Improving Intelligent Tutoring Systems

    ERIC Educational Resources Information Center

    Poitras, Eric G.; Lajoie, Susanne P.; Doleck, Tenzin; Jarrell, Amanda

    2016-01-01

    Learner modeling, a challenging and complex endeavor, is an important and oft-studied research theme in computer-supported education. From this perspective, Educational Data Mining (EDM) research has focused on modeling and comprehending various dimensions of learning in computer-based learning environments (CBLE). Researchers and designers are…

  7. Fostering Students' Participation in Online Environments: Focus on Interaction, Communication and Problem Solving

    ERIC Educational Resources Information Center

    Zacharis, Nick Z.

    2009-01-01

    Rapid technological advances in the areas of telecommunications, computer technology and the Internet have made available to tutors and learners in the domain of online learning, a broad array of tools that provide the possibility to facilitate and enhance learning to higher levels of critical reflective thinking. Computer mediated communication…

  8. Computer-Assisted Pronunciation Learning in a Collaborative Context: A Case Study in Taiwan

    ERIC Educational Resources Information Center

    Tsai, Pi-hua

    2015-01-01

    Computer-assisted pronunciation training (CAPT) software provides language learners with an individualized free environment where they can have access to unlimited input and repetitive practice pronunciation at their own pace. This study explores the impact of CAPT on 90 Taiwanese college students' pronunciation learning and examines if other…

  9. Automated Analysis of Short Responses in an Interactive Synthetic Tutoring System for Introductory Physics

    ERIC Educational Resources Information Center

    Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.

    2016-01-01

    Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part…

  10. The Role of Guidance in Computer-Based Problem Solving for the Development of Concepts of Logic.

    ERIC Educational Resources Information Center

    Eysink, Tessa H. S.; Dijkstra, Sanne; Kuper, Jan

    2002-01-01

    Describes a study at the University of Twente (Netherlands) that investigated the effect of two instructional variables, manipulation of objects and guidance, in learning to use the logical connective, conditional with a computer-based learning environment, Tarski's World, designed to teach first-order logic. Discusses results of…

  11. Multivariate Gradient Analysis for Evaluating and Visualizing a Learning System Platform for Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…

  12. Learning Computer Science Concepts with Scratch

    ERIC Educational Resources Information Center

    Meerbaum-Salant, Orni; Armoni, Michal; Ben-Ari, Mordechai

    2013-01-01

    Scratch is a visual programming environment that is widely used by young people. We investigated if Scratch can be used to teach concepts of computer science (CS). We developed learning materials for middle-school students that were designed according to the constructionist philosophy of Scratch and evaluated them in a few schools during two…

  13. Multimodal Research: Addressing the Complexity of Multimodal Environments and the Challenges for CALL

    ERIC Educational Resources Information Center

    Tan, Sabine; O'Halloran, Kay L.; Wignell, Peter

    2016-01-01

    Multimodality, the study of the interaction of language with other semiotic resources such as images and sound resources, has significant implications for computer assisted language learning (CALL) with regards to understanding the impact of digital environments on language teaching and learning. In this paper, we explore recent manifestations of…

  14. Exploring the Complex Computer-Mediated Communication Needs of Learners in a Multilingual, Multicultural Online Learning Environment

    ERIC Educational Resources Information Center

    Burger, William Peter

    2013-01-01

    The purpose of this study was to understand student perceptions of social presence that resulted from communicating and collaborating via different forms of Internet-based communication technologies in a diverse, multicultural, multilingual online learning environment. In that it describes how non-native English speaking students from different…

  15. An Interactive Multimedia Learning Environment for VLSI Built with COSMOS

    ERIC Educational Resources Information Center

    Angelides, Marios C.; Agius, Harry W.

    2002-01-01

    This paper presents Bigger Bits, an interactive multimedia learning environment that teaches students about VLSI within the context of computer electronics. The system was built with COSMOS (Content Oriented semantic Modelling Overlay Scheme), which is a modelling scheme that we developed for enabling the semantic content of multimedia to be used…

  16. Cracking Her Codes: Understanding Shared Technology Resources as Positioning Artifacts for Power and Status in CSCL Environments

    ERIC Educational Resources Information Center

    Simpson, Amber; Bannister, Nicole; Matthews, Gretchen

    2017-01-01

    There is a positive relationship between student participation in computer-supported collaborative learning (CSCL) environments and improved complex problem-solving strategies, increased learning gains, higher engagement in the thinking of their peers, and an enthusiastic disposition toward groupwork. However, student participation varies from…

  17. Learning Mathematics with Interactive Whiteboards and Computer-Based Graphing Utility

    ERIC Educational Resources Information Center

    Erbas, Ayhan Kursat; Ince, Muge; Kaya, Sukru

    2015-01-01

    The purpose of this study was to explore the effect of a technology-supported learning environment utilizing an interactive whiteboard (IWB) and NuCalc graphing software compared to a traditional direct instruction-based environment on student achievement in graphs of quadratic functions and attitudes towards mathematics and technology. Sixty-five…

  18. The Brink of Change: Gender in Technology-Rich Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Goldstein, Jessica; Puntambeka, Sadhana

    2004-01-01

    This study was designed to contribute to a small but growing body of knowledge on the influence of gender in technology-rich collaborative learning environments. The study examined middle school students attitudes towards using computers and working in groups during scientific inquiry. Students attitudes towards technology and group work were…

  19. Measuring Flow Experience in an Immersive Virtual Environment for Collaborative Learning

    ERIC Educational Resources Information Center

    van Schaik, P.; Martin, S.; Vallance, M.

    2012-01-01

    In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…

  20. Corpora Processing and Computational Scaffolding for a Web-Based English Learning Environment: The CANDLE Project

    ERIC Educational Resources Information Center

    Liou, Hsien-Chin; Chang, Jason S; Chen, Hao-Jan; Lin, Chih-Cheng; Liaw, Meei-Ling; Gao, Zhao-Ming; Jang, Jyh-Shing Roger; Yeh, Yuli; Chuang, Thomas C.; You, Geeng-Neng

    2006-01-01

    This paper describes the development of an innovative web-based environment for English language learning with advanced data-driven and statistical approaches. The project uses various corpora, including a Chinese-English parallel corpus ("Sinorama") and various natural language processing (NLP) tools to construct effective English…

  1. Some Technical Implications of Distributed Cognition on the Design on Interactive Learning Environments.

    ERIC Educational Resources Information Center

    Dillenbourg, Pierre

    1996-01-01

    Maintains that diagnosis, explanation, and tutoring, the functions of an interactive learning environment, are collaborative processes. Examines how human-computer interaction can be improved using a distributed cognition framework. Discusses situational and distributed knowledge theories and provides a model on how they can be used to redesign…

  2. Awareness of Cognitive and Social Behaviour in a CSCL Environment

    ERIC Educational Resources Information Center

    Kirschner, P. A.; Kreijns, K.; Phielix, C.; Fransen, J.

    2015-01-01

    Most distributed and virtual online environments for and pedagogies of computer-supported collaborative learning (CSCL) neglect the social and social-emotional aspects underlying the group dynamics of learning and working in a CSCL group. These group dynamics often determine whether the group will develop into a well-performing team and whether a…

  3. Pre-Service Teachers Designing Virtual World Learning Environments

    ERIC Educational Resources Information Center

    Jacka, Lisa; Booth, Kate

    2012-01-01

    Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…

  4. High Fidelity Virtual Environments: Does Shader Quality or Higher Polygon Count Models Increase Presence and Learning

    NASA Astrophysics Data System (ADS)

    Horton, Scott

    This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA. The main effects of shader fidelity and polygon fidelity were both non-significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.

  5. Supporting Distance Learners for Collaborative Problem Solving.

    ERIC Educational Resources Information Center

    Verdejo, M. F.; Barros, B.; Abad, M. T.

    This paper describes a computer-supported environment designed to facilitate distance learning through collaborative problem-solving. The goal is to encourage distance learning students to work together, in order to promote both learning of collaboration and learning through collaboration. Collaboration is defined as working together on a common…

  6. Wiki-Based Rapid Prototyping for Teaching-Material Design in E-Learning Grids

    ERIC Educational Resources Information Center

    Shih, Wen-Chung; Tseng, Shian-Shyong; Yang, Chao-Tung

    2008-01-01

    Grid computing environments with abundant resources can support innovative e-Learning applications, and are promising platforms for e-Learning. To support individualized and adaptive learning, teachers are encouraged to develop various teaching materials according to different requirements. However, traditional methodologies for designing teaching…

  7. Embedded Systems and TensorFlow Frameworks as Assistive Technology Solutions.

    PubMed

    Mulfari, Davide; Palla, Alessandro; Fanucci, Luca

    2017-01-01

    In the field of deep learning, this paper presents the design of a wearable computer vision system for visually impaired users. The Assistive Technology solution exploits a powerful single board computer and smart glasses with a camera in order to allow its user to explore the objects within his surrounding environment, while it employs Google TensorFlow machine learning framework in order to real time classify the acquired stills. Therefore the proposed aid can increase the awareness of the explored environment and it interacts with its user by means of audio messages.

  8. Statistical Model for Predicting Roles and Effects in Learning Community

    ERIC Educational Resources Information Center

    Chang, Chih-Kai; Chen, Gwo-Dong; Wang, Chin-Yeh

    2011-01-01

    Functional roles may explain the learning performance of groups. Detecting a functional role is critical for promoting group learning performance in computer-supported collaborative learning environments. However, it is not easy for teachers to identify the functional roles played by students in a web-based learning group, or the relationship…

  9. New Learning Design in Distance Education: The Impact on Student Perception and Motivation

    ERIC Educational Resources Information Center

    Martens, Rob; Bastiaens, Theo; Kirschner, Paul A.

    2007-01-01

    Many forms of e-learning (such as online courses with authentic tasks and computer-supported collaborative learning) have become important in distance education. Very often, such e-learning courses or tasks are set up following constructivist design principles. Often, this leads to learning environments with authentic problems in ill-structured…

  10. Learning Experiences in Medical Education.

    ERIC Educational Resources Information Center

    Leggat, Peter A.

    2000-01-01

    Discusses the learning experience from both traditional and computer-assisted instructional methods. Describes the environments in which these methods are effective. Focuses on learning experiences in medical education and describes educational strategies, particularly the 'SPICES' model. Discusses the importance of mentoring in the psychosocial…

  11. Designing computer learning environments for engineering and computer science: The scaffolded knowledge integration framework

    NASA Astrophysics Data System (ADS)

    Linn, Marcia C.

    1995-06-01

    Designing effective curricula for complex topics and incorporating technological tools is an evolving process. One important way to foster effective design is to synthesize successful practices. This paper describes a framework called scaffolded knowledge integration and illustrates how it guided the design of two successful course enhancements in the field of computer science and engineering. One course enhancement, the LISP Knowledge Integration Environment, improved learning and resulted in more gender-equitable outcomes. The second course enhancement, the spatial reasoning environment, addressed spatial reasoning in an introductory engineering course. This enhancement minimized the importance of prior knowledge of spatial reasoning and helped students develop a more comprehensive repertoire of spatial reasoning strategies. Taken together, the instructional research programs reinforce the value of the scaffolded knowledge integration framework and suggest directions for future curriculum reformers.

  12. Cloud Computing in Support of Applied Learning: A Baseline Study of Infrastructure Design at Southern Polytechnic State University

    ERIC Educational Resources Information Center

    Conn, Samuel S.; Reichgelt, Han

    2013-01-01

    Cloud computing represents an architecture and paradigm of computing designed to deliver infrastructure, platforms, and software as constructible computing resources on demand to networked users. As campuses are challenged to better accommodate academic needs for applications and computing environments, cloud computing can provide an accommodating…

  13. Analysing a Web-Based E-Commerce Learning Community: A Case Study in Brazil.

    ERIC Educational Resources Information Center

    Joia, Luiz Antonio

    2002-01-01

    Demonstrates the use of a Web-based participative virtual learning environment for graduate students in Brazil enrolled in an electronic commerce course in a Masters in Business Administration program. Discusses learning communities; computer-supported collaborative work and collaborative learning; influences on student participation; the role of…

  14. Correcting Misconceptions on Electronics: Effects of a Simulation-Based Learning Environment Backed by a Conceptual Change Model

    ERIC Educational Resources Information Center

    Chen, Yu-Lung; Pan, Pei-Rong; Sung, Yao-Ting; Chang, Kuo-En

    2013-01-01

    Computer simulation has significant potential as a supplementary tool for effective conceptual-change learning based on the integration of technology and appropriate instructional strategies. This study elucidates misconceptions in learning on diodes and constructs a conceptual-change learning system that incorporates…

  15. A Contextualized, Differential Sequence Mining Method to Derive Students' Learning Behavior Patterns

    ERIC Educational Resources Information Center

    Kinnebrew, John S.; Loretz, Kirk M.; Biswas, Gautam

    2013-01-01

    Computer-based learning environments can produce a wealth of data on student learning interactions. This paper presents an exploratory data mining methodology for assessing and comparing students' learning behaviors from these interaction traces. The core algorithm employs a novel combination of sequence mining techniques to identify deferentially…

  16. Personal Learning Network Clusters: A Comparison between Mathematics and Computer Science Students

    ERIC Educational Resources Information Center

    Harding, Ansie; Engelbrecht, Johann

    2015-01-01

    "Personal learning environments" (PLEs) and "personal learning networks" (PLNs) are well-known concepts. A personal learning network "cluster" is a small group of people who regularly interact academically and whose PLNs have a non-empty intersection that includes all the other members. At university level PLN…

  17. Two Configurations for Accessing Classroom Computers: Differential Impact on Students' Critical Reflections and Their Empowerment

    ERIC Educational Resources Information Center

    Solhaug, T.

    2009-01-01

    The context of this article is the new technological environment and the struggle to use meaningful teaching practices in Norwegian schools. Students' critical reflections in two different technological learning environments in six upper secondary schools are compared. Three of these schools offer Internet-connected computers in special computer…

  18. Peer-Monitoring vs. Micro-Script Fading for Enhancing Knowledge Acquisition when Learning in Computer-Supported Argumentation Environments

    ERIC Educational Resources Information Center

    Bouyias, Yannis; Demetriadis, Stavros

    2012-01-01

    Research on computer-supported collaborative learning (CSCL) has strongly emphasized the value of providing student support with micro-scripts, which should withdraw (fade-out) allowing students to practice the acquired skills. However, research on fading shows conflicting results and some researchers suggest that the impact of fading is enhanced…

  19. Representational Tools in Computer-Supported Collaborative Argumentation-Based Learning: How Dyads Work with Constructed and Inspected Argumentative Diagrams

    ERIC Educational Resources Information Center

    van Amelsvoort, Marije; Andriessen, Jerry; Kanselaar, Gellof

    2007-01-01

    This article investigates the conditions under which diagrammatic representations support collaborative argumentation-based learning in a computer environment. Thirty dyads of 15- to 18-year-old students participated in a writing task consisting of 3 phases. Students prepared by constructing a representation (text or diagram) individually. Then…

  20. An Effective Online Teaching Method: The Combination of Collaborative Learning with Initiation and Self-Regulation Learning with Feedback

    ERIC Educational Resources Information Center

    Tsai, Chia-Wen

    2013-01-01

    In modern business environments, work and tasks have become more complex and require more interdisciplinary skills to complete, including collaborative and computing skills for website design. However, the computing education in Taiwan can hardly be recognised as effective in developing and transforming students into competitive employees. In this…

  1. The Impact of Computer Supported Collaborative Learning on Internship Outcomes of Pharmacy Students

    ERIC Educational Resources Information Center

    Timmers, S.; Valcke, M.; de Mil, K.; Baeyens, W. R. G.

    2008-01-01

    This article focuses on an evaluation of the impact of an innovative instructional design of internships in view of a new integrated pharmaceutical curriculum. A key innovative element was the implementation of a computer-supported collaborative learning environment. Students were, as part of their formal curriculum, expected to work in a…

  2. Author Languages, Authoring Systems, and Their Relation to the Changing Focus of Computer-Aided Language Learning.

    ERIC Educational Resources Information Center

    Sussex, Roland

    1991-01-01

    Considers how the effectiveness of computer-assisted language learning (CALL) has been hampered by language teachers who lack programing and software engineering expertise, and explores the limitations and potential contributions of author languages, programs, and environments in increasing the range of options for language teachers who are not…

  3. The Effect of Computer-Assisted Cooperative Learning Methods and Group Size on the EFL Learners' Achievement in Communication Skills

    ERIC Educational Resources Information Center

    AbuSeileek, Ali Farhan

    2012-01-01

    This study explored the effect of cooperative learning small group size and two different instructional modes (positive interdependence vs. individual accountability) on English as a Foreign Language (EFL) undergraduate learners' communication skills (speaking and writing) achievement in computer-based environments. The study also examined the…

  4. Creating a Supportive Environment to Enhance Computer Based Learning for Underrepresented Minorities in College Algebra Classrooms

    ERIC Educational Resources Information Center

    Kendricks, Kimberly D.

    2011-01-01

    Significant research in K-12 education has shown that computer based learning in mathematics positively impacts students' attitudes toward mathematics and greatly increases academic performance. Little research has shown, however, how this success can be replicated in a postsecondary classroom for minority students. This paper is a case study that…

  5. Computer-Assisted Culture Learning in an Online Augmented Reality Environment Based on Free-Hand Gesture Interaction

    ERIC Educational Resources Information Center

    Yang, Mau-Tsuen; Liao, Wan-Che

    2014-01-01

    The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…

  6. Computer-Supported Collaborative Inquiry on Buoyancy: A Discourse Analysis Supporting the "Pieces" Position on Conceptual Change

    ERIC Educational Resources Information Center

    Turcotte, Sandrine

    2012-01-01

    This article describes in detail a conversation analysis of conceptual change in a computer-supported collaborative learning environment. Conceptual change is an essential learning process in science education that has yet to be fully understood. While many models and theories have been developed over the last three decades, empirical data to…

  7. Contributing, Exchanging and Linking for Learning: Supporting Web Co-Discovery in One-to-One Environments

    ERIC Educational Resources Information Center

    Liu, Chen-Chung; Don, Ping-Hsing; Chung, Chen-Wei; Lin, Shao-Jun; Chen, Gwo-Dong; Liu, Baw-Jhiune

    2010-01-01

    While Web discovery is usually undertaken as a solitary activity, Web co-discovery may transform Web learning activities from the isolated individual search process into interactive and collaborative knowledge exploration. Recent studies have proposed Web co-search environments on a single computer, supported by multiple one-to-one technologies.…

  8. Online Computer Games as Collaborative Learning Environments: Prospects and Challenges for Tertiary Education

    ERIC Educational Resources Information Center

    Papastergiou, Marina

    2009-01-01

    This study is aimed at presenting a critical overview of recent research studies on the use of educational online games as collaborative learning environments in Tertiary Education (TE), namely higher education and vocational training, with a view to identifying: a) the elements that online games should include in order to support fruitful and…

  9. Interaction Equivalency in Self-Paced Online Learning Environments: An Exploration of Learner Preferences

    ERIC Educational Resources Information Center

    Rhode, Jason F.

    2009-01-01

    This mixed methods study explored the dynamics of interaction within a self-paced online learning environment. It used rich media and a mix of traditional and emerging asynchronous computer-mediated communication tools to determine what forms of interaction learners in a self-paced online course value most and what impact they perceive interaction…

  10. An Investigation of the Role of Background Music in IVWs for Learning

    ERIC Educational Resources Information Center

    Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde

    2008-01-01

    Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…

  11. Learning and Digital Environment of Dance--The Case of Greek Traditional Dance in Youtube

    ERIC Educational Resources Information Center

    Gratsiouni, Dimitra; Koutsouba, Maria; Venetsanou, Foteini; Tyrovola, Vasiliki

    2016-01-01

    The incorporation of Information and Communication Technologies (ICT) in education has changed the educational procedures through the creation and use of new teaching and learning environments with the use of computers and network applications that afford new dimensions to distance education. In turn, these emerging and in progress technologies,…

  12. Developing Information Technology Fluency in College Students: An Investigation of Learning Environments and Learner Characteristics

    ERIC Educational Resources Information Center

    Sardone, Nancy B.

    2011-01-01

    The confluence of powerful technologies of computers and network connectivity has brought explosive growth to the field of Information Technology (IT). The problem presented in this study is whether the type of learning environment where IT concepts are taught to undergraduates has a relationship to the development of IT fluency and course…

  13. Automatic Sound Generation for Spherical Objects Hitting Straight Beams Based on Physical Models.

    ERIC Educational Resources Information Center

    Rauterberg, M.; And Others

    Sounds are the result of one or several interactions between one or several objects at a certain place and in a certain environment; the attributes of every interaction influence the generated sound. The following factors influence users in human/computer interaction: the organization of the learning environment, the content of the learning tasks,…

  14. Measuring Student Variables Useful in the Study of Performance in an Online Learning Environment.

    ERIC Educational Resources Information Center

    Kennedy, Cathleen A.

    This paper discusses the measurement of unobservable or latent variables of students and how they contribute to learning in an online environment. It also examines the construct validity of two questionnaires: the College Experience Survey and the Computer Experience Study, which both measure different aspects of student attitudes and behavior…

  15. Brave New (Virtual) World: Transforming Language Learning into Cultural Studies through Online Learning Environments (MOOs).

    ERIC Educational Resources Information Center

    Schneider, Jeffrey; von der Emde, Silke

    2000-01-01

    Describes an online approach through using a MOO, a computer program that allows students to share text-based virtual reality. The goal of the program was to build an environment that both enabled practice in the target language and sustained reflection on the processes of cultural production and reception. (Author/VWL)

  16. Creative Multimodal Learning Environments and Blended Interaction for Problem-Based Activity in HCI Education

    ERIC Educational Resources Information Center

    Ioannou, Andri; Vasiliou, Christina; Zaphiris, Panayiotis; Arh, Tanja; Klobucar, Tomaž; Pipan, Matija

    2015-01-01

    This exploratory case study aims to examine how students benefit from a multimodal learning environment while they engage in collaborative problem-based activity in a Human Computer Interaction (HCI) university course. For 12 weeks, 30 students, in groups of 5-7 each, participated in weekly face-to-face meetings and online interactions.…

  17. Increasing Students' Awareness of Their Behavior in Online Learning Environments with Visualizations and Achievement Badges

    ERIC Educational Resources Information Center

    Auvinen, Tapio; Hakulinen, Lasse; Malmi, Lauri

    2015-01-01

    In online learning environments where automatic assessment is used, students often resort to harmful study practices such as procrastination and trial-and-error. In this paper, we study two teaching interventions that were designed to address these issues in a university-level computer science course. In the first intervention, we used achievement…

  18. Designing a Structured and Interactive Learning Environment Based on GIS for Secondary Geography Education

    ERIC Educational Resources Information Center

    Liu, Suxia; Zhu, Xuan

    2008-01-01

    Geographic information systems (GIS) are computer-based tools for geographic data analysis and spatial visualization. They have become one of the information and communications technologies for education at all levels. This article reviews the current status of GIS in schools, analyzes the requirements of a GIS-based learning environment from…

  19. The use of deep and surface learning strategies among students learning English as a foreign language in an Internet environment.

    PubMed

    Aharony, Noa

    2006-12-01

    The learning context is learning English in an Internet environment. The examination of this learning process was based on the Biggs and Moore's teaching-learning model (Biggs & Moore, 1993). The research aims to explore the use of the deep and surface strategies in an Internet environment among EFL students who come from different socio-economic backgrounds. The results of the research may add an additional level to the understanding of students' functioning in the Internet environment. One hundred fourty-eight Israeli junior and high school students participated in this research. The methodology was based on special computer software: Screen Cam, which recorded the students' learning process. In addition, expert judges completed a questionnaire which examined and categorized the students' learning strategies. The research findings show a clear preference of participants from all socio-economic backgrounds towards the surface learning strategy. The findings also showed that students from the medium to high socio-economic background used both learning strategies more frequently than low socio-economic students. The results reflect the habits that students acquire during their adjustment process throughout their education careers. A brief encounter with the Internet learning environment apparently cannot change norms or habits, which were acquired in the non-Internet learning environment.

  20. K-12 Teachers' Perceptions of and Their Satisfaction with Interaction Type in Blended Learning Environments

    ERIC Educational Resources Information Center

    Kuo, Yu-Chun; Belland, Brian R.; Schroder, Kerstin E. E.; Walker, Andrew E.

    2014-01-01

    Blended learning is an effective approach to instruction that combines features of face-to-face learning and computer-mediated learning. This study investigated the relationship between student perceptions of three types of interaction and blended learning course satisfaction. The participants included K-12 teachers enrolled in a graduate-level…

  1. Cognitive Theory of Multimedia Learning, Instructional Design Principles, and Students with Learning Disabilities in Computer-Based and Online Learning Environments

    ERIC Educational Resources Information Center

    Greer, Diana L.; Crutchfield, Stephen A.; Woods, Kari L.

    2013-01-01

    Struggling learners and students with Learning Disabilities often exhibit unique cognitive processing and working memory characteristics that may not align with instructional design principles developed with typically developing learners. This paper explains the Cognitive Theory of Multimedia Learning and underlying Cognitive Load Theory, and…

  2. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  3. The Effects of Different Computer-Supported Collaboration Scripts on Students' Learning Processes and Outcome in a Simulation-Based Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Wieland, Kristina

    2010-01-01

    Students benefit from collaborative learning activities, but they do not automatically reach desired learning outcomes when working together (Fischer, Kollar, Mandl, & Haake, 2007; King, 2007). Learners need instructional support to increase the quality of collaborative processes and individual learning outcomes. The core challenge is to find…

  4. Educational Computing Course. [SITE 2001 Section].

    ERIC Educational Resources Information Center

    Bump, Wren, Ed.

    This document contains the following papers on the educational computing course from the SITE (Society for Information Technology & Teacher Education) 2001 conference: "Using a Flexible Format To Create a Constructivist Learning Environment in the Educational Computing Course" (Wren M. Bump); "Technological Diversity: Managing…

  5. Individualized Special Education with Cognitive Skill Assessment.

    ERIC Educational Resources Information Center

    Kurhila, Jaakko; Laine, Tei

    2000-01-01

    Describes AHMED (Adaptive and Assistive Hypermedia in Education), a computer learning environment which supports the evaluation of disabled children's cognitive skills in addition to supporting openness in learning materials and adaptivity in learning events. Discusses cognitive modeling and compares it to previous intelligent tutoring systems.…

  6. Facilitating Learning in Multidisciplinary Groups with Transactive CSCL Scripts

    ERIC Educational Resources Information Center

    Noroozi, Omid; Teasley, Stephanie D.; Biemans, Harm J. A.; Weinberger, Armin; Mulder, Martin

    2013-01-01

    Knowledge sharing and transfer are essential for learning in groups, especially when group members have different disciplinary expertise and collaborate online. Computer-Supported Collaborative Learning (CSCL) environments have been designed to facilitate transactive knowledge sharing and transfer in collaborative problem-solving settings. This…

  7. Distance Learning in a Multimedia Networks Project: Main Results.

    ERIC Educational Resources Information Center

    Ruokamo, Heli; Pohjolainen, Seppo

    2000-01-01

    Discusses a goal-oriented project, focused on open learning environments using computer networks, called Distance Learning in Multimedia Networks that was part of the Finnish Multimedia Program. Describes the combined efforts of Finnish telecommunications companies, content providers, publishing houses, hardware companies, and educational…

  8. Supporting Blended-Learning: Tool Requirements and Solutions with OWLish

    ERIC Educational Resources Information Center

    Álvarez, Ainhoa; Martín, Maite; Fernández-Castro, Isabel; Urretavizcaya, Maite

    2016-01-01

    Currently, most of the educational approaches applied to higher education combine face-to-face (F2F) and computer-mediated instruction in a Blended-Learning (B-Learning) approach. One of the main challenges of these approaches is fully integrating the traditional brick-and-mortar classes with online learning environments in an efficient and…

  9. Application of a Novel Collaboration Engineering Method for Learning Design: A Case Study

    ERIC Educational Resources Information Center

    Cheng, Xusen; Li, Yuanyuan; Sun, Jianshan; Huang, Jianqing

    2016-01-01

    Collaborative case studies and computer-supported collaborative learning (CSCL) play an important role in the modern education environment. A number of researchers have given significant attention to learning design in order to improve the satisfaction of collaborative learning. Although collaboration engineering (CE) is a mature method widely…

  10. Learning from Experience: Creating Leadership Capabilities through Computer Simulated Leadership Challenges

    ERIC Educational Resources Information Center

    Stewart, Alice C.; Black, Sylvia Sloan; Smith-Gratto, Karen; Williams, Jacqueline A.

    2007-01-01

    Leadership is often described as something that is learned from experience. However, experiences do not often occur within a controlled environment where learning and its impact can be evaluated. In this paper, we investigate the efficacy of two types of learning experiences. University students received leadership training of equal length through…

  11. Learning to Communicate in a Virtual World: The Case of a JFL Classroom

    ERIC Educational Resources Information Center

    Yamazaki, Kasumi

    2015-01-01

    The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…

  12. Boxes with Fires: Wisely Integrating Learning Technologies into the Art Classroom

    ERIC Educational Resources Information Center

    Gregory, Diane C.

    2009-01-01

    By integrating and infusing computer learning technologies wisely into student-centered or social constructivist art learning environments, art educators can improve student learning and at the same time provide a creative, substantive model for how schools can and should be reformed. By doing this, art educators have an opportunity to demonstrate…

  13. Student Agency and Language-Learning Processes and Outcomes in International Online Environments

    ERIC Educational Resources Information Center

    Basharina, Olga

    2009-01-01

    This research focuses on the kinds of learning afforded by asynchronous international computer-mediated communication (I-CMC) among Japanese, Mexican, and Russian English language learners and the role of student agency in learning. To find learning evidence, the discourse analysis and content analysis of interaction protocols were conducted in…

  14. Making Distance Learning E.R.O.T.I.C.: Applying Interpretation Principles to Distance Learning

    ERIC Educational Resources Information Center

    Ross, Anne; Siepen, Greg; O'Connor, Sue

    2003-01-01

    Distance learners are self-directed learners traditionally taught via study books, collections of readings, and exercises to test understanding of learning packages. Despite advances in e-Learning environments and computer-based teaching interfaces, distance learners still lack opportunities to participate in exercises and debates available to…

  15. The Proposed Model of Collaborative Virtual Learning Environment for Introductory Programming Course

    ERIC Educational Resources Information Center

    Othman, Mahfudzah; Othman, Muhaini

    2012-01-01

    This paper discusses the proposed model of the collaborative virtual learning system for the introductory computer programming course which uses one of the collaborative learning techniques known as the "Think-Pair-Share". The main objective of this study is to design a model for an online learning system that facilitates the…

  16. Using the Internet and Computer Technologies in Learning/Teaching Process

    ERIC Educational Resources Information Center

    Geladze, Darejan

    2015-01-01

    According to the new national curriculum innovations are in a successful outcome for the introduction of many factors, the most important things are learning environment, which includes the suitable equipment, place, space utilization, and the selection of learning resources to support teaching and learning problem solving process, by creating the…

  17. Achieving Complex Learning Outcomes through Adoption of a Pedagogical Perspective: A Model for Computer Technology Delivered Instruction

    ERIC Educational Resources Information Center

    Bellard, Breshanica

    2018-01-01

    Professionals responsible for the delivery of education and training using technology systems and platforms can facilitate complex learning through application of relevant strategies, principles and theories that support how learners learn and that support how curriculum should be designed in a technology based learning environment. Technological…

  18. Student Perceptions of Instructional Tools in Programming Logic: A Comparison of Traditional versus Alice Teaching Environments

    ERIC Educational Resources Information Center

    Schultz, Leah

    2011-01-01

    This research investigates the implementation of the programming language Alice to teach computer programming logic to computer information systems students. Alice has been implemented in other university settings and has been reported to have many benefits including object-oriented concepts and an engaging and fun learning environment. In this…

  19. Virtual Environments for Social Skills Training: Comments from Two Adolescents with Autistic Spectrum Disorder

    ERIC Educational Resources Information Center

    Parsons, Sarah; Leonard, Anne; Mitchell, Peter

    2006-01-01

    Previous research has shown that computer-based tasks can motivate people with autism and encourage learning. As a computer-based medium, Virtual Environments (VEs) offer a potentially useful tool for social skills training for people with autistic spectrum disorders (ASDs). However, there are some concerns over whether people with ASDs can…

  20. Computer Networks as Instructional and Collaborative Distance Learning Environments.

    ERIC Educational Resources Information Center

    Schrum, Lynne; Lamb, Theodore A.

    1997-01-01

    Reports on the early stages of a project at the U.S. Air Force Academy, in which the instructional applications of a networked classroom laboratory, an intranet, and the Internet are explored as well as the effectiveness and efficiency of groupware and computer networks as instructional environments. Presents the results of the first pilot tests.…

  1. Understanding Student Retention in Computer Science Education: The Role of Environment, Gains, Barriers and Usefulness

    ERIC Educational Resources Information Center

    Giannakos, Michail N.; Pappas, Ilias O.; Jaccheri, Letizia; Sampson, Demetrios G.

    2017-01-01

    Researchers have been working to understand the high dropout rates in computer science (CS) education. Despite the great demand for CS professionals, little is known about what influences individuals to complete their CS studies. We identify gains of studying CS, the (learning) environment, degree's usefulness, and barriers as important predictors…

  2. Enhancing Computer Science Education with a Wireless Intelligent Simulation Environment

    ERIC Educational Resources Information Center

    Cook, Diane J.; Huber, Manfred; Yerraballi, Ramesh; Holder, Lawrence B.

    2004-01-01

    The goal of this project is to develop a unique simulation environment that can be used to increase students' interest and expertise in Computer Science curriculum. Hands-on experience with physical or simulated equipment is an essential ingredient for learning, but many approaches to training develop a separate piece of equipment or software for…

  3. Analyzing and Evaluating the 1:1 Learning Model: What Would Dewey Do?

    ERIC Educational Resources Information Center

    Boulden, Danielle Cadieux

    2017-01-01

    One-to-one computing models, in which every student in a classroom is provided access to a digital device for instruction, have gained traction and popularity as an instructional model across United States classrooms and around the globe. This paper explores and evaluates these 1:1 computing models in K-12 learning environments through the lens of…

  4. An Examination of the Impact of Computer-Based Animations and Visualization Sequence on Student Understanding of Hadley Cells in Atmospheric Circulation

    ERIC Educational Resources Information Center

    Harris, Daniel Wyatt

    2012-01-01

    Research examining animation use for student learning has been conducted in the last two decades across a multitude of instructional environments and content areas. The extensive construction and implementation of animations in learning resulted from the availability of powerful computing systems and the perceived advantages the novel medium…

  5. Intertextuality and Multimodal Meanings in High School Physics: Written and Spoken Language in Computer-Supported Collaborative Student Discourse

    ERIC Educational Resources Information Center

    Tang, Kok-Sing; Tan, Seng-Chee

    2017-01-01

    The study in this article examines and illustrates the intertextual meanings made by a group of high school science students as they embarked on a knowledge building discourse to solve a physics problem. This study is situated in a computer-supported collaborative learning (CSCL) environment designed to support student learning through a science…

  6. Teacher Support in Computer-Supported Lab Work: Bridging the Gap between Lab Experiments and Students' Conceptual Understanding

    ERIC Educational Resources Information Center

    Furberg, Anniken

    2016-01-01

    This paper reports on a study of teacher support in a setting where students engaged with computer-supported collaborative learning (CSCL) in science. The empirical basis is an intervention study where secondary school students and their teacher performed a lab experiment in genetics supported by a digital learning environment. The analytical…

  7. The evolution of continuous learning of the structure of the environment

    PubMed Central

    Kolodny, Oren; Edelman, Shimon; Lotem, Arnon

    2014-01-01

    Continuous, ‘always on’, learning of structure from a stream of data is studied mainly in the fields of machine learning or language acquisition, but its evolutionary roots may go back to the first organisms that were internally motivated to learn and represent their environment. Here, we study under what conditions such continuous learning (CL) may be more adaptive than simple reinforcement learning and examine how it could have evolved from the same basic associative elements. We use agent-based computer simulations to compare three learning strategies: simple reinforcement learning; reinforcement learning with chaining (RL-chain) and CL that applies the same associative mechanisms used by the other strategies, but also seeks statistical regularities in the relations among all items in the environment, regardless of the initial association with food. We show that a sufficiently structured environment favours the evolution of both RL-chain and CL and that CL outperforms the other strategies when food is relatively rare and the time for learning is limited. This advantage of internally motivated CL stems from its ability to capture statistical patterns in the environment even before they are associated with food, at which point they immediately become useful for planning. PMID:24402920

  8. Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation

    ERIC Educational Resources Information Center

    Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing

    2013-01-01

    This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…

  9. Combining Learning and Assessment in Assessment-Based Gaming Environments: A Case Study from a New York City School

    ERIC Educational Resources Information Center

    Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm

    2009-01-01

    Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…

  10. Encrypted Objects and Decryption Processes: Problem-Solving with Functions in a Learning Environment Based on Cryptography

    ERIC Educational Resources Information Center

    White, Tobin

    2009-01-01

    This paper introduces an applied problem-solving task, set in the context of cryptography and embedded in a network of computer-based tools. This designed learning environment engaged students in a series of collaborative problem-solving activities intended to introduce the topic of functions through a set of linked representations. In a…

  11. Interaction Problems Accessing E-Learning Environments in Multi-Touch Mobile Devices: A Case Study in TelEduc

    ERIC Educational Resources Information Center

    da Silva, André Constantino; Freire, Fernanda Maria Pereira; de Arruda, Alan Victor Pereira; da Rocha, Heloísa Vieira

    2013-01-01

    e-Learning environments offer content, such text, audio, video, animations, using the Web infrastructure and they are designed to users interacting with keyboard, mouse and a medium-sized screen. Mobile devices, such as smartphones and tablets, have enough computation power to render Web pages, allowing browsing the Internet and access e-Learning…

  12. Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2006-01-01

    The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in…

  13. HYPER-­TVT: Development and Implementation of an Interactive Learning Environment for Students of Chemical and Process Engineering

    ERIC Educational Resources Information Center

    Santoro, Marina; Mazzotti, Marco

    2006-01-01

    Hyper-TVT is a computer-aided education system that has been developed at the Institute of Process Engineering at the ETH Zurich. The aim was to create an interactive learning environment for chemical and process engineering students. The topics covered are the most important multistage separation processes, i.e. fundamentals of separation…

  14. Collaboration, Reflection and Selective Neglect: Campus-Based Marketing Students' Experiences of Using a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Molesworth, Mike

    2004-01-01

    Previous studies have suggested significant benefits to using computer-mediated communication in higher education and the development of the relevant skills may also be important for preparing students for their working careers. This study is a review of the introduction of a virtual learning environment to support a group of 60 campus-based,…

  15. Can Music and Animation Improve the Flow and Attainment in Online Learning?

    ERIC Educational Resources Information Center

    Grice, Sue; Hughes, Janet

    2009-01-01

    Despite the wide use of music in various areas of society to influence listeners in different ways, one area often neglected is the use of music within online learning environments. This paper describes a study of the effects of music and animation upon learners in a computer mediated environment. A test was developed in which each learner was…

  16. Learning from Multiple Collaborating Intelligent Tutors: An Agent-based Approach.

    ERIC Educational Resources Information Center

    Solomos, Konstantinos; Avouris, Nikolaos

    1999-01-01

    Describes an open distributed multi-agent tutoring system (MATS) and discusses issues related to learning in such open environments. Topics include modeling a one student-many teachers approach in a computer-based learning context; distributed artificial intelligence; implementation issues; collaboration; and user interaction. (Author/LRW)

  17. A Review of Benefits and Limitations of Online Learning in the Context of the Student, the Instructor, and the Tenured Faculty

    ERIC Educational Resources Information Center

    Appana, Subhashni

    2008-01-01

    Distance education is a formal learning activity, which occurs when students and instructors are separated by geographic distance or by time. Learning is supported by communications technology such as television, videotape, computers, e-mail, and mail. Online learning is any learning experience or environment that relies upon the Internet/World…

  18. Transformed Telepresence and Its Association with Learning in Computer-Supported Collaborative Learning: A Case Study in English Learning and Its Evaluation

    ERIC Educational Resources Information Center

    Ting, Yu-Liang; Tai, Yaming; Chen, Jun-Horng

    2017-01-01

    Telepresence has been playing an important role in a mediated learning environment. However, the current design of telepresence seems to be dominated by the emulation of physical human presence. With reference to social constructivism learning and the recognition of individuals as intelligent entities, this study explored the transformation of…

  19. The Five Families of Cognitive Learning: A Context in Which To Conduct Cognitive Demands Analyses of Innovative Technologies.

    ERIC Educational Resources Information Center

    Klein, Davina C. D.; O'Neil, Harold F., Jr.; Dennis, Robert A.; Baker, Eva L.

    A cognitive demands analysis of a learning technology, a term that includes the hardware and the computer software products that form learning environments, attempts to describe the types of cognitive learning expected of the individual by the technology. This paper explores the context of cognitive learning, suggesting five families of cognitive…

  20. Learning from graphically integrated 2D and 3D representations improves retention of neuroanatomy

    NASA Astrophysics Data System (ADS)

    Naaz, Farah

    Visualizations in the form of computer-based learning environments are highly encouraged in science education, especially for teaching spatial material. Some spatial material, such as sectional neuroanatomy, is very challenging to learn. It involves learning the two dimensional (2D) representations that are sampled from the three dimensional (3D) object. In this study, a computer-based learning environment was used to explore the hypothesis that learning sectional neuroanatomy from a graphically integrated 2D and 3D representation will lead to better learning outcomes than learning from a sequential presentation. The integrated representation explicitly demonstrates the 2D-3D transformation and should lead to effective learning. This study was conducted using a computer graphical model of the human brain. There were two learning groups: Whole then Sections, and Integrated 2D3D. Both groups learned whole anatomy (3D neuroanatomy) before learning sectional anatomy (2D neuroanatomy). The Whole then Sections group then learned sectional anatomy using 2D representations only. The Integrated 2D3D group learned sectional anatomy from a graphically integrated 3D and 2D model. A set of tests for generalization of knowledge to interpreting biomedical images was conducted immediately after learning was completed. The order of presentation of the tests of generalization of knowledge was counterbalanced across participants to explore a secondary hypothesis of the study: preparation for future learning. If the computer-based instruction programs used in this study are effective tools for teaching anatomy, the participants should continue learning neuroanatomy with exposure to new representations. A test of long-term retention of sectional anatomy was conducted 4-8 weeks after learning was completed. The Integrated 2D3D group was better than the Whole then Sections group in retaining knowledge of difficult instances of sectional anatomy after the retention interval. The benefit of learning from an integrated 2D3D representation suggests that there are some spatial transformations which are better retained if they are learned through an explicit demonstration. Participants also showed evidence of continued learning on the tests of generalization with the help of cues and practice, even without feedback. This finding suggests that the computer-based learning programs used in this study were good tools for instruction of neuroanatomy.

  1. Learning by Doing Approach in the Internet Environment to Improve the Teaching Efficiency of Information Technology

    NASA Astrophysics Data System (ADS)

    Zhang, X.-S.; Xie, Hua

    This paper presents a learning-by-doing method in the Internet environment to enhance the results of information technology education by experimental work in the classroom of colleges. In this research, an practical approach to apply the "learning by doing" paradigm in Internet-based learning, both for higher educational environments and life-long training systems, taking into account available computer and network resources, such as blogging, podcasting, social networks, wiki etc. We first introduce the different phases in the learning process, which aimed at showing to the readers that the importance of the learning by doing paradigm, which is not implemented in many Internet-based educational environments. Secondly, we give the concept of learning by doing in the different perfective. Then, we identify the most important trends in this field, and give a real practical case for the application of this approach. The results show that the attempt methods are much better than traditional teaching methods.

  2. A Study of the Use of Ontologies for Building Computer-Aided Control Engineering Self-Learning Educational Software

    NASA Astrophysics Data System (ADS)

    García, Isaías; Benavides, Carmen; Alaiz, Héctor; Alonso, Angel

    2013-08-01

    This paper describes research on the use of knowledge models (ontologies) for building computer-aided educational software in the field of control engineering. Ontologies are able to represent in the computer a very rich conceptual model of a given domain. This model can be used later for a number of purposes in different software applications. In this study, domain ontology about the field of lead-lag compensator design has been built and used for automatic exercise generation, graphical user interface population and interaction with the user at any level of detail, including explanations about why things occur. An application called Onto-CELE (ontology-based control engineering learning environment) uses the ontology for implementing a learning environment that can be used for self and lifelong learning purposes. The experience has shown that the use of knowledge models as the basis for educational software applications is capable of showing students the whole complexity of the analysis and design processes at any level of detail. A practical experience with postgraduate students has shown the mentioned benefits and possibilities of the approach.

  3. Machine learning for a Toolkit for Image Mining

    NASA Technical Reports Server (NTRS)

    Delanoy, Richard L.

    1995-01-01

    A prototype user environment is described that enables a user with very limited computer skills to collaborate with a computer algorithm to develop search tools (agents) that can be used for image analysis, creating metadata for tagging images, searching for images in an image database on the basis of image content, or as a component of computer vision algorithms. Agents are learned in an ongoing, two-way dialogue between the user and the algorithm. The user points to mistakes made in classification. The algorithm, in response, attempts to discover which image attributes are discriminating between objects of interest and clutter. It then builds a candidate agent and applies it to an input image, producing an 'interest' image highlighting features that are consistent with the set of objects and clutter indicated by the user. The dialogue repeats until the user is satisfied. The prototype environment, called the Toolkit for Image Mining (TIM) is currently capable of learning spectral and textural patterns. Learning exhibits rapid convergence to reasonable levels of performance and, when thoroughly trained, Fo appears to be competitive in discrimination accuracy with other classification techniques.

  4. An E-Learning Collaborative Environment: Learning within a Masters in Education Programme

    ERIC Educational Resources Information Center

    Hendricks, Natheem

    2012-01-01

    This article contributes to the debate about e-learning as a form of adult education. It is based on the experiences of South African students, describes and analyses group interaction in an intercontinental Masters in Adult Education Programme which uses a computer electronic platform as the primary medium for learning and teaching. The article…

  5. Teachable Agents and the Protege Effect: Increasing the Effort towards Learning

    ERIC Educational Resources Information Center

    Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L.

    2009-01-01

    Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…

  6. A Case Study for Comparing the Effectiveness of a Computer Simulation and a Hands-on Activity on Learning Electric Circuits

    ERIC Educational Resources Information Center

    Ekmekci, Adem; Gulacar, Ozcan

    2015-01-01

    Science education reform emphasizes innovative and constructivist views of science teaching and learning that promotes active learning environments, dynamic instructions, and authentic science experiments. Technology-based and hands-on instructional designs are among innovative science teaching and learning methods. Research shows that these two…

  7. Mental Time Travel, Memory and the Social Learning Strategies Tournament

    ERIC Educational Resources Information Center

    Fogarty, L.; Rendell, L.; Laland, K. N.

    2012-01-01

    The social learning strategies tournament was an open computer-based tournament investigating the best way to learn in a changing environment. Here we present an analysis of the impact of memory on the ability of strategies entered into the social learning strategies tournament (Rendell, Boyd, et al., 2010) to modify their own behavior to suit a…

  8. Bridging the Gap between Students and Computers: Supporting Activity Awareness for Network Collaborative Learning with GSM Network

    ERIC Educational Resources Information Center

    Liu, C.-C.; Tao, S.-Y.; Nee, J.-N.

    2008-01-01

    The internet has been widely used to promote collaborative learning among students. However, students do not always have access to the system, leading to doubt in the interaction among the students, and reducing the effectiveness of collaborative learning, since the web-based collaborative learning environment relies entirely on the availability…

  9. From Play to Thoughtful Learning: A Design Strategy to Engage Children with Mathematical Representations

    ERIC Educational Resources Information Center

    Sedig, Kamran

    2008-01-01

    Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…

  10. Perception of approaching and retreating floor-projected shapes in a large, immersive, multimedia learning environment.

    PubMed

    Dolgov, Igor; Birchfield, David A; McBeath, Michael K; Thornburg, Harvey; Todd, Christopher G

    2009-04-01

    Perception of floor-projected moving geometric shapes was examined in the context of the Situated Multimedia Arts Learning Laboratory (SMALLab), an immersive, mixed-reality learning environment. As predicted, the projected destinations of shapes which retreated in depth (proximal origin) were judged significantly less accurately than those that approached (distal origin). Participants maintained similar magnitudes of error throughout the session, and no effect of practice was observed. Shape perception in an immersive multimedia environment is comparable to the real world. One may conclude that systematic exploration of basic psychological phenomena in novel mediated environments is integral to an understanding of human behavior in novel human-computer interaction architectures.

  11. Flexible Learning in Teacher Education: Myths, Muddles and Models

    ERIC Educational Resources Information Center

    Bigum, Chris; Rowan, Leonie

    2004-01-01

    While there has been widespread take-up of the concept 'flexible learning' within various educational environments--and equally frequent references to the flexible 'natures' of the computer and communication technologies that often underpin flexible learning initiatives--the relationship between technologies and flexibility is not a simple one. In…

  12. Early Prediction of Student Self-Regulation Strategies by Combining Multiple Models

    ERIC Educational Resources Information Center

    Sabourin, Jennifer L.; Mott, Bradford W.; Lester, James C.

    2012-01-01

    Self-regulated learning behaviors such as goal setting and monitoring have been found to be crucial to students' success in computer-based learning environments. Consequently, understanding students' self-regulated learning behavior has been the subject of increasing interest. Unfortunately, monitoring these behaviors in real-time has proven…

  13. Remote Labs and Game-Based Learning for Process Control

    ERIC Educational Resources Information Center

    Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz

    2013-01-01

    Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…

  14. Complex Mobile Learning That Adapts to Learners' Cognitive Load

    ERIC Educational Resources Information Center

    Deegan, Robin

    2015-01-01

    Mobile learning is cognitively demanding and frequently the ubiquitous nature of mobile computing means that mobile devices are used in cognitively demanding environments. This paper examines the use of mobile devices from a Learning, Usability and Cognitive Load Theory perspective. It suggests scenarios where these fields interact and presents an…

  15. Virtual Space Camp Video Game

    NASA Astrophysics Data System (ADS)

    Speyerer, E. J.; Ferrari, K. A.; Lowes, L. L.; Raad, P. E.; Cuevas, T.; Purdy, J. A.

    2006-03-01

    With advances in computers, graphics, and especially video games, manned space exploration can become real, by creating a safe, fun learning environment that allows players to explore the solar system from the comfort of their personal computers.

  16. Video Feedback in the Classroom: Development of an Easy-to-Use Learning Environment

    ERIC Educational Resources Information Center

    De Poorter, John; De Jaegher, Lut; De Cock, Mieke; Neuttiens, Tom

    2007-01-01

    Video feedback offers great potential for use in teaching but the relative complexity of the normal set-up of a video camera, a special tripod and a monitor has limited its use in teaching. The authors have developed a computer-webcam set-up which simplifies this. Anyone with an ordinary computer and webcam can learn to control the video feedback…

  17. Promoting CLT within a Computer Assisted Learning Environment: A Survey of the Communicative English Course of FLTC

    ERIC Educational Resources Information Center

    Haider, Md. Zulfeqar; Chowdhury, Takad Ahmed

    2012-01-01

    This study is based on a survey of the Communicative English Language Certificate (CELC) course run by the Foreign Language Training Center (FLTC), a Project under the Ministry of Education, Bangladesh. FLTC is working to promote the teaching and learning of English through its eleven computer-based and state of the art language laboratories. As…

  18. Computational Thinking in Constructionist Video Games

    ERIC Educational Resources Information Center

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  19. Single-Sex Computer Classes: An Effective Alternative.

    ERIC Educational Resources Information Center

    Swain, Sandra L.; Harvey, Douglas M.

    2002-01-01

    Advocates single-sex computer instruction as a temporary alternative educational program to provide middle school and secondary school girls with access to computers, to present girls with opportunities to develop positive attitudes towards technology, and to make available a learning environment conducive to girls gaining technological skills.…

  20. Marin Computer Center.

    ERIC Educational Resources Information Center

    Fox, Annie

    1978-01-01

    Relates some experiences at this nonprofit center, which was designed so that interested members of the general public can walk in and learn about computers in a safe, nonintimidating environment. STARWARS HODGE, a game written in PILOT, is also described. (CMV)

  1. Augmented Reality Simulations on Handheld Computers

    ERIC Educational Resources Information Center

    Squire, Kurt; Klopfer, Eric

    2007-01-01

    Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…

  2. Cognitive state monitoring and the design of adaptive instruction in digital environments: lessons learned from cognitive workload assessment using a passive brain-computer interface approach

    PubMed Central

    Gerjets, Peter; Walter, Carina; Rosenstiel, Wolfgang; Bogdan, Martin; Zander, Thorsten O.

    2014-01-01

    According to Cognitive Load Theory (CLT), one of the crucial factors for successful learning is the type and amount of working-memory load (WML) learners experience while studying instructional materials. Optimal learning conditions are characterized by providing challenges for learners without inducing cognitive over- or underload. Thus, presenting instruction in a way that WML is constantly held within an optimal range with regard to learners' working-memory capacity might be a good method to provide these optimal conditions. The current paper elaborates how digital learning environments, which achieve this goal can be developed by combining approaches from Cognitive Psychology, Neuroscience, and Computer Science. One of the biggest obstacles that needs to be overcome is the lack of an unobtrusive method of continuously assessing learners' WML in real-time. We propose to solve this problem by applying passive Brain-Computer Interface (BCI) approaches to realistic learning scenarios in digital environments. In this paper we discuss the methodological and theoretical prospects and pitfalls of this approach based on results from the literature and from our own research. We present a strategy on how several inherent challenges of applying BCIs to WML and learning can be met by refining the psychological constructs behind WML, by exploring their neural signatures, by using these insights for sophisticated task designs, and by optimizing algorithms for analyzing electroencephalography (EEG) data. Based on this strategy we applied machine-learning algorithms for cross-task classifications of different levels of WML to tasks that involve studying realistic instructional materials. We obtained very promising results that yield several recommendations for future work. PMID:25538544

  3. Virtual Teaching on the Tundra.

    ERIC Educational Resources Information Center

    McAuley, Alexander

    1998-01-01

    Describes how a teacher and a distance-learning consultant collaborate in using the Internet and Computer Supported Intentional Learning Environment (CISILE) to connect multicultural students on the harsh Baffin Island (Canada). Discusses the creation of the class's database and future implications. (AEF)

  4. The Relationship between Sources of Self-Efficacy in Classroom Environments and the Strength of Computer Self-Efficacy Beliefs

    ERIC Educational Resources Information Center

    Srisupawong, Yuwarat; Koul, Ravinder; Neanchaleay, Jariya; Murphy, Elizabeth; Francois, Emmanuel Jean

    2018-01-01

    Motivation and success in computer-science courses are influenced by the strength of students' self-efficacy (SE) beliefs in their learning abilities. Students with weak SE may struggle to be successful in a computer-science course. This study investigated the factors that enhance or impede the computer self-efficacy (CSE) of computer-science…

  5. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  6. Embodying Computational Thinking: Initial Design of an Emerging Technological Learning Tool

    ERIC Educational Resources Information Center

    Daily, Shaundra B.; Leonard, Alison E.; Jörg, Sophie; Babu, Sabarish; Gundersen, Kara; Parmar, Dhaval

    2015-01-01

    This emerging technology report describes virtual environment interactions an approach for blending movement and computer programming as an embodied way to support girls in building computational thinking skills. The authors seek to understand how body syntonicity might enable young learners to bootstrap their intuitive knowledge in order to…

  7. A Communities of Practice Perspective on Educational Computer Games

    ERIC Educational Resources Information Center

    Reese, Curt

    2008-01-01

    Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…

  8. Classrooms Matter: The Design of Virtual Classrooms Influences Gender Disparities in Computer Science Classes

    ERIC Educational Resources Information Center

    Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam

    2011-01-01

    Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…

  9. Using Computer-Assisted Instruction to Enhance Achievement of English Language Learners

    ERIC Educational Resources Information Center

    Keengwe, Jared; Hussein, Farhan

    2014-01-01

    Computer-assisted instruction (CAI) in English-Language environments offer practice time, motivates students, enhance student learning, increase authentic materials that students can study, and has the potential to encourage teamwork between students. The findings from this particular study suggested that students who used computer assisted…

  10. A Survey of Educational Games as Interaction Design Tools for Affective Learning: Thematic Analysis Taxonomy

    ERIC Educational Resources Information Center

    Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.

    2018-01-01

    A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…

  11. Design Issues Related to the Evaluation of Learner--Computer Interaction in a Web-Based Environment: Activities v. Tasks

    ERIC Educational Resources Information Center

    Hemard, Dominique

    2006-01-01

    If web-based technology is increasingly becoming the central plank of contemporary teaching and learning processes, there is still too little evidence to suggest that it is delivering purposeful learning activities beyond its widely perceived potential as a learning resource providing content and learning objects. This is due in part to the…

  12. Students' Learning with the Connected Chemistry (CC1) Curriculum: Navigating the Complexities of the Particulate World

    ERIC Educational Resources Information Center

    Levy, Sharona T.; Wilensky, Uri

    2009-01-01

    The focus of this study is students' learning with a Connected Chemistry unit, CC1 (denotes Connected Chemistry, chapter 1), a computer-based environment for learning the topics of gas laws and kinetic molecular theory in chemistry (Levy and Wilensky 2009). An investigation was conducted into high-school students' learning with Connected…

  13. "Wherever You Go, You Will Be a Polis": Spatial Practices and Political Education in Computer-Supported Collaborative Learning Discussions

    ERIC Educational Resources Information Center

    Slakmon, Benzi; Schwarz, Baruch B.

    2017-01-01

    The aim of this article is to increase understanding of the development of spatial practices in virtual learning environments. The spatial change and development in 38 small-group e-discussions taken from a data set of a yearlong 8th-grade humanities course are described and analyzed. We show that the focus on spatial changes in computer-supported…

  14. Learning Setting-Generalized Activity Models for Smart Spaces

    PubMed Central

    Cook, Diane J.

    2011-01-01

    The data mining and pervasive computing technologies found in smart homes offer unprecedented opportunities for providing context-aware services, including health monitoring and assistance to individuals experiencing difficulties living independently at home. In order to provide these services, smart environment algorithms need to recognize and track activities that people normally perform as part of their daily routines. However, activity recognition has typically involved gathering and labeling large amounts of data in each setting to learn a model for activities in that setting. We hypothesize that generalized models can be learned for common activities that span multiple environment settings and resident types. We describe our approach to learning these models and demonstrate the approach using eleven CASAS datasets collected in seven environments. PMID:21461133

  15. Effective Student Learning of Fractions with an Interactive Simulation

    ERIC Educational Resources Information Center

    Hensberry, Karina K. R.; Moore, Emily B.; Perkins, Katherine K.

    2015-01-01

    Computer technology, when coupled with reform-based teaching practices, has been shown to be an effective way to support student learning of mathematics. The quality of the technology itself, as well as how it is used, impacts how much students learn. Interactive simulations are dynamic virtual environments similar to virtual manipulatives that…

  16. Supporting Multimedia Learning with Visual Signalling and Animated Pedagogical Agent: Moderating Effects of Prior Knowledge

    ERIC Educational Resources Information Center

    Johnson, A. M.; Ozogul, G.; Reisslein, M.

    2015-01-01

    An experiment examined the effects of visual signalling to relevant information in multiple external representations and the visual presence of an animated pedagogical agent (APA). Students learned electric circuit analysis using a computer-based learning environment that included Cartesian graphs, equations and electric circuit diagrams. The…

  17. A Review of Models and Frameworks for Designing Mobile Learning Experiences and Environments

    ERIC Educational Resources Information Center

    Hsu, Yu-Chang; Ching, Yu-Hui

    2015-01-01

    Mobile learning has become increasingly popular in the past decade due to the unprecedented technological affordances achieved through the advancement of mobile computing, which makes ubiquitous and situated learning possible. At the same time, there have been research and implementation projects whose efforts centered on developing mobile…

  18. Scaffolding in Problem-Based Learning for Low-Achieving Learners

    ERIC Educational Resources Information Center

    Haruehansawasin, Sanit; Kiattikomol, Paiboon

    2018-01-01

    This research investigates scaffolding approaches for supporting low-achieving learners in a problem-based learning environment. The study was conducted in a vocational school with 3 different approaches to scaffolding using 3 groups in addition to a control group. The area of focus was a learning module using computer spreadsheets. The results…

  19. Possibilities and Challenges of Learning German in a Multimodal Environment: A Case Study

    ERIC Educational Resources Information Center

    Abrams, Zsuzsanna Ittzes

    2016-01-01

    Despite a growing body of research on task-based language learning (TBLT) (Samuda & Bygate, 2008; Ellis, 2003), there is still little information available regarding the pedagogical design behind tasks and how they are implemented (Samuda & Bygate, 2008). Scholars in computer-mediated second language (L2) learning have called for research…

  20. The Impact of Integrated Coaching and Collaboration within an Inquiry Learning Environment

    ERIC Educational Resources Information Center

    Dragon, Toby

    2013-01-01

    This thesis explores the design and evaluation of a collaborative, inquiry learning Intelligent Tutoring System for ill-defined problem spaces. The common ground in the fields of Artificial Intelligence in Education and Computer-Supported Collaborative Learning is investigated to identify ways in which tutoring systems can employ both automated…

  1. Impact of Computer Animations in Cognitive Learning: Differentiation

    ERIC Educational Resources Information Center

    Altiparmak, Kemal

    2014-01-01

    In mathematic courses, construction of some concepts by the students in a meaningful way may be complicated. In such circumstances, to embody the concepts application of the required technologies may reinforce learning process. Onset of learning process over daily life events of the student's environment may lure their attention and may…

  2. Component Exchange Community: A Model of Utilizing Research Components to Foster International Collaboration

    ERIC Educational Resources Information Center

    Deng, Yi-Chan; Lin, Taiyu; Kinshuk; Chan, Tak-Wai

    2006-01-01

    "One-to-one" technology enhanced learning research refers to the design and investigation of learning environments and learning activities where every learner is equipped with at least one portable computing device enabled by wireless capability. G1:1 is an international research community coordinated by a network of laboratories conducting…

  3. Immersive Learning Technologies: Realism and Online Authentic Learning

    ERIC Educational Resources Information Center

    Herrington, Jan; Reeves, Thomas C.; Oliver, Ron

    2007-01-01

    The development of immersive learning technologies in the form of virtual reality and advanced computer applications has meant that realistic creations of simulated environments are now possible. Such simulations have been used to great effect in training in the military, air force, and in medical training. But how realistic do problems need to be…

  4. Mobile Learning Application Interfaces: First Steps to a Cognitive Load Aware System

    ERIC Educational Resources Information Center

    Deegan, Robin

    2013-01-01

    Mobile learning is a cognitively demanding application and more frequently the ubiquitous nature of mobile computing means that mobile devices are used in cognitively demanding environments. This paper examines the nature of this use of mobile devices from a Learning, Usability and Cognitive Load Theory perspective. It suggests scenarios where…

  5. Promoting Individual and Group Regulated Learning in Collaborative Settings: An Experience in Higher Education

    ERIC Educational Resources Information Center

    Onrubia, Javier; Rochera, Maria José; Engel, Anna

    2015-01-01

    We present a teaching innovation intervention aimed at promoting individual and group learning regulation in undergraduate students working in a computer supported collaborative learning environment. Participants were 127 students and three teachers of a compulsory course on Educational Psychology at the University of Barcelona (Spain). As a…

  6. From Design to Implementation to Practice a Learning by Teaching System: Betty's Brain

    ERIC Educational Resources Information Center

    Biswas, Gautam; Segedy, James R.; Bunchongchit, Kritya

    2016-01-01

    This paper presents an overview of 10 years of research with the "Betty's Brain" computer-based learning environment. We discuss the theoretical basis for "Betty's Brain" and the learning-by-teaching paradigm. We also highlight our key research findings, and discuss how these findings have shaped subsequent research. Throughout…

  7. User-Centred Design for Chinese-Oriented Spoken English Learning System

    ERIC Educational Resources Information Center

    Yu, Ping; Pan, Yingxin; Li, Chen; Zhang, Zengxiu; Shi, Qin; Chu, Wenpei; Liu, Mingzhuo; Zhu, Zhiting

    2016-01-01

    Oral production is an important part in English learning. Lack of a language environment with efficient instruction and feedback is a big issue for non-native speakers' English spoken skill improvement. A computer-assisted language learning system can provide many potential benefits to language learners. It allows adequate instructions and instant…

  8. Fostering Multimedia Learning of Science: Exploring the Role of an Animated Agent's Image

    ERIC Educational Resources Information Center

    Dunsworth, Qi; Atkinson, Robert K.

    2007-01-01

    Research suggests that students learn better when studying a picture coupled with narration rather than on-screen text in a computer-based multimedia learning environment. Moreover, combining narration with the visual presence of an animated pedagogical agent may also encourage students to process information deeper than narration or on-screen…

  9. LSQuiz: A Collaborative Classroom Response System to Support Active Learning through Ubiquitous Computing

    ERIC Educational Resources Information Center

    Caceffo, Ricardo; Azevedo, Rodolfo

    2014-01-01

    The constructivist theory indicates that knowledge is not something finished and complete. However, the individuals must construct it through the interaction with the physical and social environment. The Active Learning is a methodology designed to support the constructivism through the involvement of students in their learning process, allowing…

  10. Influence of Participation, Facilitator Styles, and Metacognitive Reflection on Knowledge Building in Online University Courses

    ERIC Educational Resources Information Center

    Cacciamani, Stefano; Cesareni, Donatella; Martini, Francesca; Ferrini, Tiziana; Fujita, Nobuko

    2012-01-01

    Understanding how to foster knowledge building in online and blended learning environments is a key for computer-supported collaborative learning research. Knowledge building is a deeply constructivist pedagogy and kind of inquiry learning focused on theory building. A strong indicator of engagement in knowledge building activity is the…

  11. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    ERIC Educational Resources Information Center

    Hoffman, Daniel L.

    2013-01-01

    The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…

  12. Teach Me in the Way I Learn: Education and the Internet Generation

    ERIC Educational Resources Information Center

    Baker, Russell; Matulich, Erika; Papp, Raymond

    2007-01-01

    College students learn differently than their professors. This disconnect between learning styles is not a new problem, however the problem has been magnified by the technology driven environment which exists in contemporary higher education. Students who grew up using computers and Playstations while surfing MySpace blogs and listening to their…

  13. Whole-Class Scaffolding for Learning to Solve Mathematics Problems Together in a Computer-Supported Environment

    ERIC Educational Resources Information Center

    Abdu, Rotem; Schwarz, Baruch; Mavrikis, Manolis

    2015-01-01

    We investigate teachers' practices in a whole-class context when they scaffold students' learning in situations where students use technologies that facilitate group learning to solve mathematical problems in small groups. We describe teachers' practices in order to evaluate their contribution to "Whole-Class Scaffolding" in the context…

  14. Learning Effectiveness and Cognitive Loads in Instructional Materials of Programming Language on Single and Dual Screens

    ERIC Educational Resources Information Center

    Hsu, Jenq-Muh; Chang, Ting-Wen; Yu, Pao-Ta

    2012-01-01

    The teaching and learning environment in a traditional classroom typically includes a projection screen, a projector, and a computer within a digital interactive table. Instructors may apply multimedia learning materials using various information communication technologies to increase interaction effects. However, a single screen only displays a…

  15. The Digichaint Interactive Game as a Virtual Learning Environment for Irish

    ERIC Educational Resources Information Center

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2016-01-01

    Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…

  16. Effects of Practice Type in the Here and Now Mobile Learning Environment

    ERIC Educational Resources Information Center

    Tutty, Jeremy I.; Martin, Florence

    2014-01-01

    This generation of technology is characterized by mobile and portable devices such as smartphones and tablet computers with wireless broadband access. Mobile technologies enable a new kind of learning called "here and now learning," where learners have access to information anytime and anywhere to perform authentic activities in the…

  17. Psychological Factors Affecting Medical Students' Learning with Erroneous Worked Examples

    ERIC Educational Resources Information Center

    Klopp, Eric; Stark, Robin; Kopp, Veronika; Fischer, Martin R.

    2013-01-01

    The acquisition of diagnostic competence is seen as a major goal during the course of study in medicine. One innovative method to foster this goal is problem-based learning with erroneous worked examples provided in a computer learning environment. The present study explores the relationship of attitudinal, emotional and cognitive factors for…

  18. Integration of an Intelligent Tutoring System in a Course of Computer Network Design

    ERIC Educational Resources Information Center

    Verdú, Elena; Regueras, Luisa M.; Gal, Eran; de Castro, Juan P.; Verdú, María J.; Kohen-Vacs, Dan

    2017-01-01

    INTUITEL is a research project aiming to offer a personalized learning environment. The INTUITEL approach includes an Intelligent Tutoring System that gives students recommendations and feedback about what the best learning path is for them according to their profile, learning progress, context and environmental influences. INTUITEL combines…

  19. Monitoring and Depth of Strategy Use in Computer-Based Learning Environments for Science and History

    ERIC Educational Resources Information Center

    Deekens, Victor M.; Greene, Jeffrey A.; Lobczowski, Nikki G.

    2018-01-01

    Background: Self-regulated learning (SRL) models position metacognitive monitoring as central to SRL processing and predictive of student learning outcomes (Winne & Hadwin, 2008; Zimmerman, 2000). A body of research evidence also indicates that depth of strategy use, ranging from surface to deep processing, is predictive of learning…

  20. Virtual Learning Environments on the Go: CALL Meets MALL

    ERIC Educational Resources Information Center

    Arús Hita, Jorge

    2016-01-01

    This paper presents "Eating out," a Moodle-based digital learning resource for English as a Foreign Language (EFL) teaching that can be run both on computers and mobile devices. It is argued that Mobile Assisted Language Learning (MALL) resources do not necessarily need to be specifically designed for such platforms. Rather, a carefully…

  1. Favouring Reflexivity in Technology-Enhanced Learning Systems: Towards Smart Uses of Traces

    ERIC Educational Resources Information Center

    George, Sébastien; Michel, Christine; Ollagnier-Beldame, Magali

    2016-01-01

    During learning activities, reflexive processes allow learners to realise what they have done, understand why, decide on new actions and gain motivation. They help learners to regulate their actions by themselves, that is, to develop metacognitive regulation skills. Computer environments can support reflexive processes to support human learning,…

  2. Leveraging Scratch4SL and Second Life to motivate high school students' participation in introductory programming courses: findings from a case study

    NASA Astrophysics Data System (ADS)

    Pellas, Nikolaos; Peroutseas, Efstratios

    2017-01-01

    Students in secondary education strive hard enough to understand basic programming concepts. With all that is known regarding the benefits of programming, little is the published evidence showing how high school students can learn basic programming concepts following innovative instructional formats correctly with the respect to gain/enhance their computational thinking skills. This distinction has caused lack of their motivation and interest in Computer Science courses. This case study presents the opinions of twenty-eight (n = 28) high school students who participated voluntarily in a 3D-game-like environment created in Second Life. This environment was combined with the 2D programming environment of Scratch4SL for the implementation of programming concepts (i.e. sequence and concurrent programming commands) in a blended instructional format. An instructional framework based on Papert's theory of Constructionism to assist students how to coordinate or manage better the learning material in collaborative practice-based learning activities is also proposed. By conducting a mixed-method research, before and after finishing several learning tasks, students' participation in focus group (qualitative data) and their motivation based on their experiences (quantitative data) are measured. Findings indicated that an instructional design framework based on Constructionism for acquiring or empowering students' social, cognitive, higher order and computational thinking skills is meaningful. Educational implications and recommendations for future research are also discussed.

  3. Multimedia Instruction Initiative: Building Faculty Competence.

    ERIC Educational Resources Information Center

    Haile, Penelope J.

    Hofstra University began a university-wide initiative to enhance classroom instruction with multimedia technology and foster collaborative approaches to learning. The Multimedia Instruction Initiative emphasized teamwork among faculty, students, and computer center support staff to develop a technology-enriched learning environment supported by…

  4. Design and Implementation of an Intelligent Virtual Environment for Improving Speaking and Listening Skills

    ERIC Educational Resources Information Center

    Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali

    2016-01-01

    In this paper, we present an intelligent architecture, called intelligent virtual environment for language learning, with embedded pedagogical agents for improving listening and speaking skills of non-native English language learners. The proposed architecture integrates virtual environments into the Intelligent Computer-Assisted Language…

  5. Interaction Network Estimation: Predicting Problem-Solving Diversity in Interactive Environments

    ERIC Educational Resources Information Center

    Eagle, Michael; Hicks, Drew; Barnes, Tiffany

    2015-01-01

    Intelligent tutoring systems and computer aided learning environments aimed at developing problem solving produce large amounts of transactional data which make it a challenge for both researchers and educators to understand how students work within the environment. Researchers have modeled student-tutor interactions using complex networks in…

  6. Physical and Psychosocial Environments Associated with Networked Classrooms

    ERIC Educational Resources Information Center

    Zandvliet, David B.; Fraser, Barry J.

    2005-01-01

    This article reports a study of the learning environments in computer networked classrooms. The study is unique in that it involved an evaluation of both the physical and psychosocial classroom environments in these computerised settings through the use of a combination of questionnaires and ergonomic evaluations. The study involved administering…

  7. A Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…

  8. Student perceptions of a virtual learning environment for a problem-based learning undergraduate medical curriculum.

    PubMed

    de Leng, Bas A; Dolmans, Diana H J M; Muijtjens, Arno M M; van der Vleuten, Cees P M

    2006-06-01

    To investigate the effects of a virtual learning environment (VLE) on group interaction and consultation of information resources during the preliminary phase, self-study phase and reporting phase of the problem-based learning process in an undergraduate medical curriculum. A questionnaire was administered to 355 medical students in Years 1 and 2 to ask them about the perceived usefulness of a virtual learning environment that was created with Blackboard for group interaction and the use of learning resources. The students indicated that the VLE supported face-to-face interaction in the preliminary discussion and in the reporting phase but did not stimulate computer-mediated distance interaction during the self-study phase. They perceived that the use of multimedia in case presentations led to a better quality of group discussion than if case presentations were exclusively text-based. They also indicated that the information resources that were hyperlinked in the VLE stimulated the consultation of these resources during self-study, but not during the reporting phase. Students indicated that the use of a VLE in the tutorial room and the inclusion of multimedia in case presentations supported processes of active learning in the tutorial groups. However, if we want to exploit the full potential of asynchronous computer-mediated communication to initiate in-depth discussion during the self-study phase, its application will have to be selective and deliberate. Students indicated that the links in the VLE to selected information in library repositories supported their learning.

  9. The Prototype of the Virtual Classroom.

    ERIC Educational Resources Information Center

    Wilson, Jack M.; Mosher, David N.

    1994-01-01

    Introduces an interactive distance learning environment prototype developed jointly by Rensselaer Polytechnic Institute (RPI) and AT&T which allows students to participate in virtual classroom environments by using computer teleconferencing. Student collaboration, note taking, question answering capabilities, project background, learning…

  10. Student participation and interactivity using asynchronous computer-mediated communication for resolution of an undergraduate capstone management case study.

    PubMed

    Miller, Paulette J

    2012-01-01

    Online discussion activities are designed for computer-mediated learning activities in face-to-face, hybrid, and totally online courses. The use of asynchronous computer-mediated communication (A-CMC) coupled with authentic workplace case studies provides students in the protected learning environment with opportunities to practice workplace decision making and communication. In this study, communication behaviors of transmitter and receiver were analyzed to determine participation and interactivity in communication among small-group participants in a health information management capstone management course.

  11. The Brink of Change: Gender in Technology-Rich Collaborative Learning Environments

    NASA Astrophysics Data System (ADS)

    Goldstein, Jessica; Puntambekar, Sadhana

    2004-12-01

    This study was designed to contribute to a small but growing body of knowledge on the influence of gender in technology-rich collaborative learning environments. The study examined middle school students' attitudes towards using computers and working in groups during scientific inquiry. Students' attitudes towards technology and group work were analyzed using questionnaires. To add depth to the findings from the survey research, the role of gender was also investigated through the analysis of student conversations in the context of two activities: exploring science information on a hypertext text and conducting hands-on investigations. The data suggest that not only are girls and boys are similar with regard to attitudes about computers and group work, but that during collaborative learning activities, girls may actually participate more actively and persistently regardless of the nature of the task.

  12. On the way to the smart education in the cloud: The experience of using a virtual learning environment and webinars in educational and career guidance process

    NASA Astrophysics Data System (ADS)

    Lapshinsky, V. A.

    2017-01-01

    The article is devoted to the consideration of issues of functionality and application of educational portal as virtual learning environments and webinars as SaaS services. Examples of their use in educational and vocational guidance processes are presented. The prospects of transition from portal VLE to SaaS and cloud services are marked. Portal www.valinfo.ru with original learning management system has been used in the educational process since 2003 in the National Research Nuclear University MEPhI and in the Peoples' Friendship University of Russia. Supported courses: Computer Science, Computer Workshop, Networks, Information Technology, The Introduction to Nano-Engineer, Nanotechnology and Nanomaterials etc. For webinars as SaaS services, used the "virtual classroom," kindly provided by WebSoft Company.

  13. Evaluation of social interaction, task management, and trust among dental hygiene students in a collaborative learning environment.

    PubMed

    Saylor, Catherine D; Keselyak, Nancy T; Simmer-Beck, Melanie; Tira, Daniel

    2011-02-01

    The purpose of this study was to evaluate the impact of collaborative learning on the development of social interaction, task management, and trust in dental hygiene students. These three traits were assessed with the Teamwork Assessment Scale in two different learning environments (traditional lecture/lab and collaborative learning environment). A convenience sample of fifty-six entry-level dental hygiene students taking an introductory/preclinic course at two metropolitan area dental hygiene programs provided comparable experimental and control groups. Factor scores were computed for the three traits, and comparisons were conducted using the Ryan-Einot-Gabriel-Welsh multiple comparison procedure among specific cell comparisons generated from a two-factor repeated measures ANOVA. The results indicate that the collaborative learning environment influenced dental hygiene students positively regarding the traits of social interaction, task management, and trust. However, comparing dental hygiene students to undergraduate students overall indicates that dental hygiene students already possess somewhat higher levels of these traits. Future studies on active learning strategies should examine factors such as student achievement and explore other possible active learning methodologies.

  14. Memristive device based learning for navigation in robots.

    PubMed

    Sarim, Mohammad; Kumar, Manish; Jha, Rashmi; Minai, Ali A

    2017-11-08

    Biomimetic robots have gained attention recently for various applications ranging from resource hunting to search and rescue operations during disasters. Biological species are known to intuitively learn from the environment, gather and process data, and make appropriate decisions. Such sophisticated computing capabilities in robots are difficult to achieve, especially if done in real-time with ultra-low energy consumption. Here, we present a novel memristive device based learning architecture for robots. Two terminal memristive devices with resistive switching of oxide layer are modeled in a crossbar array to develop a neuromorphic platform that can impart active real-time learning capabilities in a robot. This approach is validated by navigating a robot vehicle in an unknown environment with randomly placed obstacles. Further, the proposed scheme is compared with reinforcement learning based algorithms using local and global knowledge of the environment. The simulation as well as experimental results corroborate the validity and potential of the proposed learning scheme for robots. The results also show that our learning scheme approaches an optimal solution for some environment layouts in robot navigation.

  15. Building Interactivity in Higher Education to Support Student Engagement in Spatial Problem Solving and Programming

    NASA Astrophysics Data System (ADS)

    Gulland, E.-K.; Veenendaal, B.; Schut, A. G. T.

    2012-07-01

    Problem-solving knowledge and skills are an important attribute of spatial sciences graduates. The challenge of higher education is to build a teaching and learning environment that enables students to acquire these skills in relevant and authentic applications. This study investigates the effectiveness of traditional face-to-face teaching and online learning technologies in supporting the student learning of problem-solving and computer programming skills, techniques and solutions. The student cohort considered for this study involves students in the surveying as well as geographic information science (GISc) disciplines. Also, students studying across a range of learning modes including on-campus, distance and blended, are considered in this study. Student feedback and past studies reveal a lack of student interest and engagement in problem solving and computer programming. Many students do not see such skills as directly relevant and applicable to their perceptions of what future spatial careers hold. A range of teaching and learning methods for both face-to-face teaching and distance learning were introduced to address some of the perceived weaknesses of the learning environment. These included initiating greater student interaction in lectures, modifying assessments to provide greater feedback and student accountability, and the provision of more interactive and engaging online learning resources. The paper presents and evaluates the teaching methods used to support the student learning environment. Responses of students in relation to their learning experiences were collected via two anonymous, online surveys and these results were analysed with respect to student pass and retention rates. The study found a clear distinction between expectations and engagement of surveying students in comparison to GISc students. A further outcome revealed that students who were already engaged in their learning benefited the most from the interactive learning resources and opportunities provided.

  16. Using Computer Simulations To Enhance Conceptual Change: The Roles of Constructivist Instruction and Student Epistemological Beliefs.

    ERIC Educational Resources Information Center

    Windschitl, Mark; Andre, Thomas

    1998-01-01

    Investigates the effects of a constructivist versus objectivist learning environment on college students' conceptual change using a computer simulation of the human cardiovascular system as an instructional tool. Contains 33 references. (DDR)

  17. Scaffolding of Small Groups' Metacognitive Activities with an Avatar

    ERIC Educational Resources Information Center

    Molenaar, Inge; Chiu, Ming Ming; Sleegers, Peter; van Boxtel, Carla

    2011-01-01

    Metacognitive scaffolding in a computer-supported learning environment can influence students' metacognitive activities, metacognitive knowledge and domain knowledge. In this study we analyze how metacognitive activities mediate the relationships between different avatar scaffolds on students' learning. Multivariate, multilevel analysis of the…

  18. Cooperation, Technology, and Performance: A Case Study.

    ERIC Educational Resources Information Center

    Cavanagh, Thomas; Dickenson, Sabrina; Brandt, Suzanne

    1999-01-01

    Describes the CTP (Cooperation, Technology, and Performance) model and explains how it is used by the Department of Veterans Affairs-Veteran's Benefit Administration (VBA) for training. Discusses task analysis; computer-based training; cooperative-based learning environments; technology-based learning; performance-assessment methods; courseware…

  19. New Trends in Computer Assisted Language Learning and Teaching.

    ERIC Educational Resources Information Center

    Perez-Paredes, Pascual, Ed.; Cantos-Gomez, Pascual, Ed.

    2002-01-01

    Articles in this special issue include the following: "ICT and Modern Foreign Languages: Learning Opportunities and Training Needs" (Graham Davies); "Authoring, Pedagogy and the Web: Expectations Versus Reality" (Paul Bangs); "Web-based Instructional Environments: Tools and Techniques for Effective Second Language…

  20. Using PC Software To Enhance the Student's Ability To Learn the Exporting Process.

    ERIC Educational Resources Information Center

    Buckles, Tom A.; Lange, Irene

    This paper describes the advantages of using computer simulations in the classroom or managerial environment and the major premise and principal components of Export to Win!, a computer simulation used in international marketing seminars. A rationale for using computer simulations argues that they improve the quality of teaching by building…

  1. Developing Educational Computer Animation Based on Human Personality Types

    ERIC Educational Resources Information Center

    Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol

    2015-01-01

    Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered…

  2. Computer Aided Instruction: A Study of Student Evaluations and Academic Performance

    ERIC Educational Resources Information Center

    Collins, David; Deck, Alan; McCrickard, Myra

    2008-01-01

    Computer aided instruction (CAI) encompasses a broad range of computer technologies that supplement the classroom learning environment and can dramatically increase a student's access to information. Criticism of CAI generally focuses on two issues: it lacks an adequate foundation in educational theory and the software is difficult to implement…

  3. Computer Ethics: A Slow Fade from Black and White to Shades of Gray

    ERIC Educational Resources Information Center

    Kraft, Theresa A.; Carlisle, Judith

    2011-01-01

    The expanded use of teaching case based analysis based on current events and news stories relating to computer ethics improves student engagement, encourages creativity and fosters an active learning environment. Professional ethics standards, accreditation standards for computer curriculum, ethics theories, resources for ethics on the internet,…

  4. Teachers' Perceptions on the Use of ICT in a CAL Environment to Enhance the Conception of Science Concepts

    ERIC Educational Resources Information Center

    George, Frikkie; Ogunniyi, M.

    2016-01-01

    Instructional methodologies increasingly require teachers' efficacy and implementation of computer-assisted learning (CAL) practices in general and particularly in the science classroom. The South African National Education Department's e-Education[1] policy also encourages the use of computers and computer software in implementing outcome-based…

  5. Preservice Teachers' Introduction to Computing: Exploring Utilization of Scratch

    ERIC Educational Resources Information Center

    Cetin, Ibrahim

    2016-01-01

    Computational thinking has been gaining new impetus in the academic community and in K-12 level education. Scratch is a visual programming environment that can be utilized to teach and learn introductory computing concepts. There are some studies investigating the effectiveness of Scratch for K-12 level education. However, studies that have been…

  6. Learning to choose: Cognitive aging and strategy selection learning in decision making.

    PubMed

    Mata, Rui; von Helversen, Bettina; Rieskamp, Jörg

    2010-06-01

    Decision makers often have to learn from experience. In these situations, people must use the available feedback to select the appropriate decision strategy. How does the ability to select decision strategies on the basis of experience change with age? We examined younger and older adults' strategy selection learning in a probabilistic inference task using a computational model of strategy selection learning. Older adults showed poorer decision performance compared with younger adults. In particular, older adults performed poorly in an environment favoring the use of a more cognitively demanding strategy. The results suggest that the impact of cognitive aging on strategy selection learning depends on the structure of the decision environment. (c) 2010 APA, all rights reserved

  7. Commentary on: "Toward Computer-Based Support of Metacognitive Skills: A Computational Framework to Coach Self Explanation"

    ERIC Educational Resources Information Center

    Conati, Cristina

    2016-01-01

    This paper is a commentary on "Toward Computer-Based Support of Meta-Cognitive Skills: a Computational Framework to Coach Self-Explanation", by Cristina Conati and Kurt Vanlehn, published in the "IJAED" in 2000 (Conati and VanLehn 2010). This work was one of the first examples of Intelligent Learning Environments (ILE) that…

  8. You Use! I Use! We Use! Questioning the Orthodoxy of One-to-One Computing in Primary Schools

    ERIC Educational Resources Information Center

    Larkin, Kevin

    2012-01-01

    The current orthodoxy regarding computer use in schools appears to be that one-to-one (1:1) computing, wherein each child owns or has sole access to a computing device, is the most efficacious way to achieve a range of desirable educational outcomes, including individualised learning, collaborative environments, or constructivist pedagogies. This…

  9. Computers for Cognitive Development in Early Childhood--The Teacher's Role in the Computer Learning Environment

    ERIC Educational Resources Information Center

    Nir-Gal, Ofra; Klein, Pnina S.

    2004-01-01

    This study was designed to examine the effect of different kinds of adult mediation on the cognitive performance of young children who used computers. The study sample included 150 kindergarten children aged 5-6. The findings indicate that children who engaged in adult-mediated computer activity improved the level of their cognitive performance on…

  10. Computer-Intensive School Environments and the Reorganization of Knowledge and Learning: A Qualitative Assessment of Apple Computer's Classroom of Tomorrow.

    ERIC Educational Resources Information Center

    Levine, Harold G.

    The Apple Classroom of Tomorrow (ACOT) project is an attempt to alter the instructional premises of a selected group of seven experimental classrooms in the United States by saturating them with computer technology. A recent proposal submitted to Apple Computer described STAR (Sensible Technology Assessment/Research), which includes both…

  11. Measuring the Impact of Haptic Feedback Using the SOLO Taxonomy

    ERIC Educational Resources Information Center

    Minogue, James; Jones, Gail

    2009-01-01

    The application of Biggs' and Collis' Structure of Observed Learning Outcomes taxonomy in the evaluation of student learning about cell membrane transport via a computer-based learning environment is described in this study. Pre-test-post-test comparisons of student outcome data (n = 80) were made across two groups of randomly assigned students:…

  12. Context Becomes Content: Sensor Data for Computer-Supported Reflective Learning

    ERIC Educational Resources Information Center

    Muller, Lars; Divitini, Monica; Mora, Simone; Rivera-Pelayo, Veronica; Stork, Wilhelm

    2015-01-01

    Wearable devices and ambient sensors can monitor a growing number of aspects of daily life and work. We propose to use this context data as content for learning applications in workplace settings to enable employees to reflect on experiences from their work. Learning by reflection is essential for today's dynamic work environments, as employees…

  13. High School Students in the New Learning Environment: A Profile of Distance E-Learners

    ERIC Educational Resources Information Center

    Kirby, Dale; Sharpe, Dennis

    2010-01-01

    The relative ubiquity of computer access and the rapid development of information and communication technology have profoundly impacted teaching and learning at a distance. Relatively little is currently known about the characteristics of those students who participate in distance e-learning courses at the secondary school level. In an effort to…

  14. Collaborative Multimedia Learning: Influence of a Social Regulatory Support on Learning Performance and on Collaboration

    ERIC Educational Resources Information Center

    Acuña, Santiago Roger; López-Aymes, Gabriela

    2016-01-01

    This paper analyzes the effects of a support aimed at favoring the social regulatory processes in a computer-supported collaborative learning (CSCL) environment, specifically in a comprehension task of a multimedia text about Psychology of Communication. This support, named RIDE (Saab, van Joolingen, & van Hout-Wolters, 2007; 2012), consists…

  15. Collaborative Learning Environments: Exploring Student Attitudes and Satisfaction in Face-to-Face and Asynchronous Computer Conferencing Settings

    ERIC Educational Resources Information Center

    Ocker, Rosalie J.; Yaverbaum, Gayle J.

    2004-01-01

    Although collaborative learning techniques have been shown to enhance the learning experience, it is difficult to incorporate these concepts into courses without requiring students to collaborate outside of class. There is an ever increasing number of nontraditional university students who find it difficult to schedule the necessary meetings with…

  16. Teaching with a Dual-Channel Classroom Feedback System in the Digital Classroom Environment

    ERIC Educational Resources Information Center

    Yu, Yuan-Chih

    2017-01-01

    Teaching with a classroom feedback system can benefit both teaching and learning practices of interactivity. In this paper, we propose a dual-channel classroom feedback system integrated with a back-end e-Learning system. The system consists of learning agents running on the students' computers and a teaching agent running on the instructor's…

  17. Evaluating the Impact of Instructional Support Using Data Mining and Process Mining: A Micro-Level Analysis of the Effectiveness of Metacognitive Prompts

    ERIC Educational Resources Information Center

    Sonnenberg, Christoph; Bannert, Maria

    2016-01-01

    In computer-supported learning environments, the deployment of self-regulatory skills represents an essential prerequisite for successful learning. Metacognitive prompts are a promising type of instructional support to activate students' strategic learning activities. However, despite positive effects in previous studies, there are still a large…

  18. Integrating on campus problem based learning and practice based learning: issues and challenges in using computer mediated communication.

    PubMed

    Conway, J; Sharkey, R

    2002-10-01

    The Faculty of Nursing, University of Newcastle, Australia, has been keen to initiate strategies that enhance student learning and nursing practice. Two strategies are problem based learning (PBL) and clinical practice. The Faculty has maintained a comparatively high proportion of the undergraduate hours in the clinical setting in times when financial constraints suggest that simulations and on campus laboratory experiences may be less expensive.Increasingly, computer based technologies are becoming sufficiently refined to support the exploration of nursing practice in a non-traditional lecture/tutorial environment. In 1998, a group of faculty members proposed that computer mediated instruction would provide an opportunity for partnership between students, academics and clinicians that would promote more positive outcomes for all and maintain the integrity of the PBL approach. This paper discusses the similarities between problem based and practice based learning and presents the findings of an evaluative study of the implementation of a practice based learning model that uses computer mediated communication to promote integration of practice experiences with the broader goals of the undergraduate curriculum.

  19. Structure learning in action

    PubMed Central

    Braun, Daniel A.; Mehring, Carsten; Wolpert, Daniel M.

    2010-01-01

    ‘Learning to learn’ phenomena have been widely investigated in cognition, perception and more recently also in action. During concept learning tasks, for example, it has been suggested that characteristic features are abstracted from a set of examples with the consequence that learning of similar tasks is facilitated—a process termed ‘learning to learn’. From a computational point of view such an extraction of invariants can be regarded as learning of an underlying structure. Here we review the evidence for structure learning as a ‘learning to learn’ mechanism, especially in sensorimotor control where the motor system has to adapt to variable environments. We review studies demonstrating that common features of variable environments are extracted during sensorimotor learning and exploited for efficient adaptation in novel tasks. We conclude that structure learning plays a fundamental role in skill learning and may underlie the unsurpassed flexibility and adaptability of the motor system. PMID:19720086

  20. The Application of Modeling and Simulation to the Behavioral Deficit of Autism

    NASA Technical Reports Server (NTRS)

    Anton, John J.

    2010-01-01

    This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.

  1. Networked Instructional Chemistry: Using Technology To Teach Chemistry

    NASA Astrophysics Data System (ADS)

    Smith, Stanley; Stovall, Iris

    1996-10-01

    Networked multimedia microcomputers provide new ways to help students learn chemistry and to help instructors manage the learning environment. This technology is used to replace some traditional laboratory work, collect on-line experimental data, enhance lectures and quiz sections with multimedia presentations, provide prelaboratory training for beginning nonchemistry- major organic laboratory, provide electronic homework for organic chemistry students, give graduate students access to real NMR data for analysis, and provide access to molecular modeling tools. The integration of all of these activities into an active learning environment is made possible by a client-server network of hundreds of computers. This requires not only instructional software but also classroom and course management software, computers, networking, and room management. Combining computer-based work with traditional course material is made possible with software management tools that allow the instructor to monitor the progress of each student and make available an on-line gradebook so students can see their grades and class standing. This client-server based system extends the capabilities of the earlier mainframe-based PLATO system, which was used for instructional computing. This paper outlines the components of a technology center used to support over 5,000 students per semester.

  2. Facilitating Argumentative Knowledge Construction through a Transactive Discussion Script in CSCL

    ERIC Educational Resources Information Center

    Noroozi, Omid; Weinberger, Armin; Biemans, Harm J. A.; Mulder, Martin; Chizari, Mohammad

    2013-01-01

    Learning to argue is prerequisite to solving complex problems in groups, especially when they are multidisciplinary and collaborate online. Environments for Computer-Supported Collaborative Learning (CSCL) can be designed to facilitate argumentative knowledge construction. This study investigates how argumentative knowledge construction in…

  3. Digital Literacy and Netiquette: Awareness and Perception in EFL Learning Context

    ERIC Educational Resources Information Center

    Nia, Sara Farshad; Marandi, Susan

    2014-01-01

    With the growing popularity of digital technologies and computer-mediated communication (CMC), various types of interactive communication technology are being increasingly integrated into foreign/second language learning environments. Nevertheless, due to its nature, online communication is susceptible to misunderstandings and miscommunications,…

  4. Art and Dream.

    ERIC Educational Resources Information Center

    Guo, Shesen

    2003-01-01

    A computer-assisted learning/teaching model is conceived with implications of constructivist theory and an analogy between the traditional art form Shuanghuang and the teaching/learning environment. The virtual character of the model interacts with the learner, in the form of human behavior and speech supported by recognition biometrics,…

  5. Functionally dissociable influences on learning rate in a dynamic environment

    PubMed Central

    McGuire, Joseph T.; Nassar, Matthew R.; Gold, Joshua I.; Kable, Joseph W.

    2015-01-01

    Summary Maintaining accurate beliefs in a changing environment requires dynamically adapting the rate at which one learns from new experiences. Beliefs should be stable in the face of noisy data, but malleable in periods of change or uncertainty. Here we used computational modeling, psychophysics and fMRI to show that adaptive learning is not a unitary phenomenon in the brain. Rather, it can be decomposed into three computationally and neuroanatomically distinct factors that were evident in human subjects performing a spatial-prediction task: (1) surprise-driven belief updating, related to BOLD activity in visual cortex; (2) uncertainty-driven belief updating, related to anterior prefrontal and parietal activity; and (3) reward-driven belief updating, a context-inappropriate behavioral tendency related to activity in ventral striatum. These distinct factors converged in a core system governing adaptive learning. This system, which included dorsomedial frontal cortex, responded to all three factors and predicted belief updating both across trials and across individuals. PMID:25459409

  6. Modelling Mathematics Teachers' Intention to Use the Dynamic Geometry Environments in Macau: An SEM Approach

    ERIC Educational Resources Information Center

    Zhou, Mingming; Chan, Kan Kan; Teo, Timothy

    2016-01-01

    Dynamic geometry environments (DGEs) provide computer-based environments to construct and manipulate geometric figures with great ease. Research has shown that DGEs has positive impact on student motivation, engagement, and achievement in mathematics learning. However, the adoption of DGEs by mathematics teachers varies substantially worldwide.…

  7. Full Immersive Virtual Environment Cave[TM] in Chemistry Education

    ERIC Educational Resources Information Center

    Limniou, M.; Roberts, D.; Papadopoulos, N.

    2008-01-01

    By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…

  8. Virtual Environments Supporting Learning and Communication in Special Needs Education

    ERIC Educational Resources Information Center

    Cobb, Sue V. G.

    2007-01-01

    Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…

  9. The Effects of Participation, Performance, and Interest in a Game-Based Writing Environment

    ERIC Educational Resources Information Center

    Liao, Calvin C. Y.; Chang, Wan-Chen; Chan, Tak-Wai

    2018-01-01

    We have observed that many computer-supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game-based learning into the writing environment may be a practical approach that can facilitate…

  10. Study of basic computer competence among public health nurses in Taiwan.

    PubMed

    Yang, Kuei-Feng; Yu, Shu; Lin, Ming-Sheng; Hsu, Chia-Ling

    2004-03-01

    Rapid advances in information technology and media have made distance learning on the Internet possible. This new model of learning allows greater efficiency and flexibility in knowledge acquisition. Since basic computer competence is a prerequisite for this new learning model, this study was conducted to examine the basic computer competence of public health nurses in Taiwan and explore factors influencing computer competence. A national cross-sectional randomized study was conducted with 329 public health nurses. A questionnaire was used to collect data and was delivered by mail. Results indicate that basic computer competence of public health nurses in Taiwan is still needs to be improved (mean = 57.57 +- 2.83, total score range from 26-130). Among the five most frequently used software programs, nurses were most knowledgeable about Word and least knowledgeable about PowerPoint. Stepwise multiple regression analysis revealed eight variables (weekly number of hours spent online at home, weekly amount of time spent online at work, weekly frequency of computer use at work, previous computer training, computer at workplace and Internet access, job position, education level, and age) that significantly influenced computer competence, which accounted for 39.0 % of the variance. In conclusion, greater computer competence, broader educational programs regarding computer technology, and a greater emphasis on computers at work are necessary to increase the usefulness of distance learning via the Internet in Taiwan. Building a user-friendly environment is important in developing this new media model of learning for the future.

  11. Machine learning based Intelligent cognitive network using fog computing

    NASA Astrophysics Data System (ADS)

    Lu, Jingyang; Li, Lun; Chen, Genshe; Shen, Dan; Pham, Khanh; Blasch, Erik

    2017-05-01

    In this paper, a Cognitive Radio Network (CRN) based on artificial intelligence is proposed to distribute the limited radio spectrum resources more efficiently. The CRN framework can analyze the time-sensitive signal data close to the signal source using fog computing with different types of machine learning techniques. Depending on the computational capabilities of the fog nodes, different features and machine learning techniques are chosen to optimize spectrum allocation. Also, the computing nodes send the periodic signal summary which is much smaller than the original signal to the cloud so that the overall system spectrum source allocation strategies are dynamically updated. Applying fog computing, the system is more adaptive to the local environment and robust to spectrum changes. As most of the signal data is processed at the fog level, it further strengthens the system security by reducing the communication burden of the communications network.

  12. Computational models and motor learning paradigms: Could they provide insights for neuroplasticity after stroke? An overview.

    PubMed

    Kiper, Pawel; Szczudlik, Andrzej; Venneri, Annalena; Stozek, Joanna; Luque-Moreno, Carlos; Opara, Jozef; Baba, Alfonc; Agostini, Michela; Turolla, Andrea

    2016-10-15

    Computational approaches for modelling the central nervous system (CNS) aim to develop theories on processes occurring in the brain that allow the transformation of all information needed for the execution of motor acts. Computational models have been proposed in several fields, to interpret not only the CNS functioning, but also its efferent behaviour. Computational model theories can provide insights into neuromuscular and brain function allowing us to reach a deeper understanding of neuroplasticity. Neuroplasticity is the process occurring in the CNS that is able to permanently change both structure and function due to interaction with the external environment. To understand such a complex process several paradigms related to motor learning and computational modeling have been put forward. These paradigms have been explained through several internal model concepts, and supported by neurophysiological and neuroimaging studies. Therefore, it has been possible to make theories about the basis of different learning paradigms according to known computational models. Here we review the computational models and motor learning paradigms used to describe the CNS and neuromuscular functions, as well as their role in the recovery process. These theories have the potential to provide a way to rigorously explain all the potential of CNS learning, providing a basis for future clinical studies. Copyright © 2016 Elsevier B.V. All rights reserved.

  13. Content-based VLE designs improve learning efficiency in constructivist statistics education.

    PubMed

    Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward

    2011-01-01

    We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific-purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under investigation. The findings demonstrate that a content-based design outperforms the traditional VLE-based design.

  14. Information Security: Federal Guidance Needed to Address Control Issues With Implementing Cloud Computing

    DTIC Science & Technology

    2010-05-01

    Figure 2: Cloud Computing Deployment Models 13 Figure 3: NIST Essential Characteristics 14 Figure 4: NASA Nebula Container 37...Access Computing Environment (RACE) program, the National Aeronautics and Space Administration’s (NASA) Nebula program, and the Department of...computing programs: the DOD’s RACE program; NASA’s Nebula program; and Department of Transportation’s CARS program, including lessons learned related

  15. Bringing Mohamed to the Mountain: Situated Professional Development in a Ubiquitous Computing Classroom

    ERIC Educational Resources Information Center

    Swan, Karen; Kratcoski, Annette; Mazzer, Pat; Schenker, Jason

    2005-01-01

    This article describes an ongoing situated professional development program in which teachers bring their intact classes for an extended stay in a ubiquitous computing environment equipped with a variety of state-of-the-art computing devices. The experience is unique in that it not only situates teacher learning about technology integration in…

  16. Impacts of Mobile Computing on Student Learning in the University: A Comparison of Course Assessment Data

    ERIC Educational Resources Information Center

    Hawkes, Mark; Hategekimana, Claver

    2010-01-01

    This study focuses on the impact of wireless, mobile computing tools on student assessment outcomes. In a campus-wide wireless, mobile computing environment at an upper Midwest university, an empirical analysis is applied to understand the relationship between student performance and Tablet PC use. An experimental/control group comparison of…

  17. Applications of NLP Techniques to Computer-Assisted Authoring of Test Items for Elementary Chinese

    ERIC Educational Resources Information Center

    Liu, Chao-Lin; Lin, Jen-Hsiang; Wang, Yu-Chun

    2010-01-01

    The authors report an implemented environment for computer-assisted authoring of test items and provide a brief discussion about the applications of NLP techniques for computer assisted language learning. Test items can serve as a tool for language learners to examine their competence in the target language. The authors apply techniques for…

  18. Scratch: Multimedia Programming Environment for Young Gifted Learners

    ERIC Educational Resources Information Center

    Lee, Young-Jin

    2011-01-01

    Despite the educational benefits, computer programming has not been adopted in the current K-12 education as much as it could have been. One of the reasons for the low adoption of computer programming in K-12 education is the time it takes for (especially young) students to learn computer programming using a text-based programming language, which…

  19. Learning grammatical categories from distributional cues: flexible frames for language acquisition.

    PubMed

    St Clair, Michelle C; Monaghan, Padraic; Christiansen, Morten H

    2010-09-01

    Numerous distributional cues in the child's environment may potentially assist in language learning, but what cues are useful to the child and when are these cues utilised? We propose that the most useful source of distributional cue is a flexible frame surrounding the word, where the language learner integrates information from the preceding and the succeeding word for grammatical categorisation. In corpus analyses of child-directed speech together with computational models of category acquisition, we show that these flexible frames are computationally advantageous for language learning, as they benefit from the coverage of bigram information across a large proportion of the language environment as well as exploiting the enhanced accuracy of trigram information. Flexible frames are also consistent with the developmental trajectory of children's sensitivity to different sources of distributional information, and they are therefore a useful and usable information source for supporting the acquisition of grammatical categories. 2010 Elsevier B.V. All rights reserved.

  20. A Model for Designing Library Instruction for Distance Learning

    ERIC Educational Resources Information Center

    Rand, Angela Doucet

    2013-01-01

    Providing library instruction in distance learning environments presents a unique set of challenges for instructional librarians. Innovations in computer-mediated communication and advances in cognitive science research provide the opportunity for designing library instruction that meets a variety of student information seeking needs. Using a…

  1. Internal and External Scripts in Computer-Supported Collaborative Inquiry Learning

    ERIC Educational Resources Information Center

    Kollar, Ingo; Fischer, Frank; Slotta, James D.

    2007-01-01

    We investigated how differently structured external scripts interact with learners' internal scripts with respect to individual knowledge acquisition in a Web-based collaborative inquiry learning environment. Ninety students from two secondary schools participated. Two versions of an external collaboration script (high vs. low structured)…

  2. To Infinity and beyond!

    ERIC Educational Resources Information Center

    Harris, Genell Hooper

    2010-01-01

    How can teachers make learning exciting for students who are immersed in the digital age of television, interactive computers, video games, and Internet entertainment? To meet this challenge, teachers continually look for ways to motivate and involve their students. One option for bridging the gap between traditional learning environments and the…

  3. Embellishing Problem-Solving Examples with Deep Structure Information Facilitates Transfer

    ERIC Educational Resources Information Center

    Lee, Hee Seung; Betts, Shawn; Anderson, John R.

    2017-01-01

    Appreciation of problem structure is critical to successful learning. Two experiments investigated effective ways of communicating problem structure in a computer-based learning environment and tested whether verbal instruction is necessary to specify solution steps, when deep structure is already embellished by instructional examples.…

  4. Presence and Learning in a Community of Inquiry

    ERIC Educational Resources Information Center

    Maddrell, Jennifer A.; Morrison, Gary R.; Watson, Ginger S.

    2017-01-01

    The community of inquiry (CoI) framework suggests social presence, teaching presence, and cognitive presence are essential elements to foster successful educational experiences in computer-mediated distance learning environments. Although thousands of CoI-based articles have been published, those critical of the framework and related research…

  5. Home Learning, Technology, and Tomorrow's Workplace.

    ERIC Educational Resources Information Center

    Rieseberg, Rhonda L.

    1995-01-01

    Discusses characteristics and trends of home schools and workplaces. Use of computers and computer applications (CD-ROMS, interactive software, and networking) in home schooling provides a compatible environment for future home-based businesses and telecommuting trends. Sidebars include information on home schools on line; standardized test…

  6. Bacterial computing: a form of natural computing and its applications.

    PubMed

    Lahoz-Beltra, Rafael; Navarro, Jorge; Marijuán, Pedro C

    2014-01-01

    The capability to establish adaptive relationships with the environment is an essential characteristic of living cells. Both bacterial computing and bacterial intelligence are two general traits manifested along adaptive behaviors that respond to surrounding environmental conditions. These two traits have generated a variety of theoretical and applied approaches. Since the different systems of bacterial signaling and the different ways of genetic change are better known and more carefully explored, the whole adaptive possibilities of bacteria may be studied under new angles. For instance, there appear instances of molecular "learning" along the mechanisms of evolution. More in concrete, and looking specifically at the time dimension, the bacterial mechanisms of learning and evolution appear as two different and related mechanisms for adaptation to the environment; in somatic time the former and in evolutionary time the latter. In the present chapter it will be reviewed the possible application of both kinds of mechanisms to prokaryotic molecular computing schemes as well as to the solution of real world problems.

  7. What Counts as Knowledge: Learning to Use Categories in Computer Environments

    ERIC Educational Resources Information Center

    Ludvigsen, Sten R.

    2012-01-01

    In this article, I develop a perspective on learning as multilayered phenomena. I take a socio-genetic approach in order to understand human activity and to show how categories are a fundamental part of learning in a specific type of institutional practice. In the empirical section, student dialogue is analysed in relation to a set of categories…

  8. Student Performance in Computing Education: An Empirical Analysis of Online Learning in Programming Education Environments

    ERIC Educational Resources Information Center

    Xia, Belle Selene; Liitiäinen, Elia

    2017-01-01

    The benefits of using online exercises have been analysed in terms of distance learning, automatic assessment and self-regulated learning. In this study, we have not found a direct proportional relationship between student performance in the course exercises that use online technologies and the exam grades. We see that the average submission rate…

  9. Exploring the Relation between Visualizer-Verbalizer Cognitive Styles and Performance with Visual or Verbal Learning Material

    ERIC Educational Resources Information Center

    Kolloffel, Bas

    2012-01-01

    A student might find a certain representational format (e.g., diagram, text) more attractive than other formats for learning. Computer technology offers opportunities to adjust the formats used in learning environments to the preferences of individual learners. The question addressed in the current study was: does the match between a student's…

  10. A Comparison Study of Augmented Reality versus Interactive Simulation Technology to Support Student Learning of a Socio-Scientific Issue

    ERIC Educational Resources Information Center

    Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai

    2016-01-01

    We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…

  11. The Effects of Guided Elaboration in a CSCL Programme on the Learning Outcomes of Primary School Students from Dutch and Immigrant Families

    ERIC Educational Resources Information Center

    Prinsen, Fleur Ruth; Terwel, Jan; Zijlstra, Bonne J. H.; Volman, Monique M. L.

    2013-01-01

    This study examined the effects of guided elaboration on students' learning outcomes in a computer-supported collaborative learning (CSCL) environment. The programme provided students with feedback on their elaborations, and students reflected on this feedback. It was expected that students in the experimental (elaboration) programme would show…

  12. The Use of Help Options in Multimedia Listening Environments to Aid Language Learning: A Review

    ERIC Educational Resources Information Center

    Mohsen, Mohammed Ali

    2016-01-01

    This paper provides a comprehensive review on the use of help options (HOs) in the multimedia listening context to aid listening comprehension (LC) and improve incidental vocabulary learning. The paper also aims to synthesize the research findings obtained from the use of HOs in Computer-Assisted Language Learning (CALL) literature and reveals the…

  13. Individualized Teaching and Autonomous Learning: Developing EFL Learners' CLA in a Web-Based Language Skills Training System

    ERIC Educational Resources Information Center

    Lu, Zhihong; Wen, Fuan; Li, Ping

    2012-01-01

    Teaching listening and speaking in English in China has been given top priority on the post-secondary level. This has lead to the question of how learners develop communicative language ability (CLA) effectively in computer-assisted language learning (CALL) environments. The authors demonstrate a self-developed language skill learning system with…

  14. The Insiders' Perspectives: A Focus Group Study on Gender Issues in a Computer-Supported Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Huynh, Minh Q.; Lee, Jae-Nam; Schuldt, Barbara A.

    2005-01-01

    There is little doubt that the advent of collaborative technologies in recent years has brought some significant changes in the way students learn, communicate, and interact with one another. In recent years, this emergence has sparked increased interest for research into the role and impact of instructional technologies on group learning. Despite…

  15. Learner Views about Cooperative Learning in Social Learning Networks

    ERIC Educational Resources Information Center

    Cankaya, Serkan; Yunkul, Eyup

    2018-01-01

    The purpose of this study was to reveal the attitudes and views of university students about the use of Edmodo as a cooperative learning environment. In the research process, the students were divided into groups of 4 or 5 within the scope of a course given in the department of Computer Education and Instructional Technology. For each group,…

  16. Motivation and emotion predict medical students' attention to computer-based feedback.

    PubMed

    Naismith, Laura M; Lajoie, Susanne P

    2017-12-14

    Students cannot learn from feedback unless they pay attention to it. This study investigated relationships between the personal factors of achievement goal orientations, achievement emotions, and attention to feedback in BioWorld, a computer environment for learning clinical reasoning. Novice medical students (N = 28) completed questionnaires to measure their achievement goal orientations and then thought aloud while solving three endocrinology patient cases and reviewing corresponding expert solutions. Questionnaires administered after each case measured participants' experiences of five feedback emotions: pride, relief, joy, shame, and anger. Attention to individual text segments of the expert solutions was modelled using logistic regression and the method of generalized estimating equations. Participants did not attend to all of the feedback that was available to them. Performance-avoidance goals and shame positively predicted attention to feedback, and performance-approach goals and relief negatively predicted attention to feedback. Aspects of how the feedback was displayed also influenced participants' attention. Findings are discussed in terms of their implications for educational theory as well as the design and use of computer learning environments in medical education.

  17. Effect of reinforcement learning on coordination of multiangent systems

    NASA Astrophysics Data System (ADS)

    Bukkapatnam, Satish T. S.; Gao, Greg

    2000-12-01

    For effective coordination of distributed environments involving multiagent systems, learning ability of each agent in the environment plays a crucial role. In this paper, we develop a simple group learning method based on reinforcement, and study its effect on coordination through application to a supply chain procurement scenario involving a computer manufacturer. Here, all parties are represented by self-interested, autonomous agents, each capable of performing specific simple tasks. They negotiate with each other to perform complex tasks and thus coordinate supply chain procurement. Reinforcement learning is intended to enable each agent to reach a best negotiable price within a shortest possible time. Our simulations of the application scenario under different learning strategies reveals the positive effects of reinforcement learning on an agent's as well as the system's performance.

  18. The Developing Infant Creates a Curriculum for Statistical Learning.

    PubMed

    Smith, Linda B; Jayaraman, Swapnaa; Clerkin, Elizabeth; Yu, Chen

    2018-04-01

    New efforts are using head cameras and eye-trackers worn by infants to capture everyday visual environments from the point of view of the infant learner. From this vantage point, the training sets for statistical learning develop as the sensorimotor abilities of the infant develop, yielding a series of ordered datasets for visual learning that differ in content and structure between timepoints but are highly selective at each timepoint. These changing environments may constitute a developmentally ordered curriculum that optimizes learning across many domains. Future advances in computational models will be necessary to connect the developmentally changing content and statistics of infant experience to the internal machinery that does the learning. Copyright © 2018 Elsevier Ltd. All rights reserved.

  19. Learning Probabilistic Features for Robotic Navigation Using Laser Sensors

    PubMed Central

    Aznar, Fidel; Pujol, Francisco A.; Pujol, Mar; Rizo, Ramón; Pujol, María-José

    2014-01-01

    SLAM is a popular task used by robots and autonomous vehicles to build a map of an unknown environment and, at the same time, to determine their location within the map. This paper describes a SLAM-based, probabilistic robotic system able to learn the essential features of different parts of its environment. Some previous SLAM implementations had computational complexities ranging from O(Nlog(N)) to O(N 2), where N is the number of map features. Unlike these methods, our approach reduces the computational complexity to O(N) by using a model to fuse the information from the sensors after applying the Bayesian paradigm. Once the training process is completed, the robot identifies and locates those areas that potentially match the sections that have been previously learned. After the training, the robot navigates and extracts a three-dimensional map of the environment using a single laser sensor. Thus, it perceives different sections of its world. In addition, in order to make our system able to be used in a low-cost robot, low-complexity algorithms that can be easily implemented on embedded processors or microcontrollers are used. PMID:25415377

  20. Learning probabilistic features for robotic navigation using laser sensors.

    PubMed

    Aznar, Fidel; Pujol, Francisco A; Pujol, Mar; Rizo, Ramón; Pujol, María-José

    2014-01-01

    SLAM is a popular task used by robots and autonomous vehicles to build a map of an unknown environment and, at the same time, to determine their location within the map. This paper describes a SLAM-based, probabilistic robotic system able to learn the essential features of different parts of its environment. Some previous SLAM implementations had computational complexities ranging from O(Nlog(N)) to O(N(2)), where N is the number of map features. Unlike these methods, our approach reduces the computational complexity to O(N) by using a model to fuse the information from the sensors after applying the Bayesian paradigm. Once the training process is completed, the robot identifies and locates those areas that potentially match the sections that have been previously learned. After the training, the robot navigates and extracts a three-dimensional map of the environment using a single laser sensor. Thus, it perceives different sections of its world. In addition, in order to make our system able to be used in a low-cost robot, low-complexity algorithms that can be easily implemented on embedded processors or microcontrollers are used.

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