Sample records for interactive learning environment

  1. Group Modeling in Social Learning Environments

    ERIC Educational Resources Information Center

    Stankov, Slavomir; Glavinic, Vlado; Krpan, Divna

    2012-01-01

    Students' collaboration while learning could provide better learning environments. Collaboration assumes social interactions which occur in student groups. Social theories emphasize positive influence of such interactions on learning. In order to create an appropriate learning environment that enables social interactions, it is important to…

  2. WebIntera-Classroom: An Interaction-Aware Virtual Learning Environment for Augmenting Learning Interactions

    ERIC Educational Resources Information Center

    Chen, Jingjing; Xu, Jianliang; Tang, Tao; Chen, Rongchao

    2017-01-01

    Interaction is critical for successful teaching and learning in a virtual learning environment (VLE). This paper presents a web-based interaction-aware VLE--WebIntera-classroom--which aims to augment learning interactions by increasing the learner-to-content and learner-to-instructor interactions. We design a ubiquitous interactive interface that…

  3. Student-Teacher Interaction in Online Learning Environments

    ERIC Educational Resources Information Center

    Wright, Robert D., Ed.

    2015-01-01

    As face-to-face interaction between student and instructor is not present in online learning environments, it is increasingly important to understand how to establish and maintain social presence in online learning. "Student-Teacher Interaction in Online Learning Environments" provides successful strategies and procedures for developing…

  4. Student Experiences on Interaction in an Online Learning Environment as Part of a Blended Learning Implementation: What Is Essential?

    ERIC Educational Resources Information Center

    Salmi, Laura

    2013-01-01

    Interaction and community building are essential elements of a well functioning online learning environment, especially in learning environments based on investigative learning with a strong emphasis on teamwork. In this paper, practical solutions covering quality criteria for interaction in online education are presented for a simple…

  5. Factors of Learner-Instructor Interaction Which Predict Perceived Learning Outcomes in Online Learning Environment

    ERIC Educational Resources Information Center

    Kang, M.; Im, T.

    2013-01-01

    Interaction in the online learning environment has been regarded as one of the most critical elements that affect learning outcomes. This study examined what factors in learner-instructor interaction can predict the learner's outcomes in the online learning environment. Learners in K Online University participated by answering the survey, and data…

  6. Experiential Learning and Learning Environments: The Case of Active Listening Skills

    ERIC Educational Resources Information Center

    Huerta-Wong, Juan Enrique; Schoech, Richard

    2010-01-01

    Social work education research frequently has suggested an interaction between teaching techniques and learning environments. However, this interaction has never been tested. This study compared virtual and face-to-face learning environments and included active listening concepts to test whether the effectiveness of learning environments depends…

  7. Interactive Multimedia-Based E-Learning: A Study of Effectiveness

    ERIC Educational Resources Information Center

    Zhang, Dongsong

    2005-01-01

    The author conducted two experiments to assess effectiveness of interactive e-learning. Students in a fully interactive multimedia-based e-learning environment achieved better performance and higher levels of satisfaction than those in a traditional classroom and those in a less interactive e-learning environment.

  8. Miscellany of Students' Satisfaction in an Asynchronous Learning Environment

    ERIC Educational Resources Information Center

    Larbi-Siaw, Otu; Owusu-Agyeman, Yaw

    2017-01-01

    This study investigates the determinants of students' satisfaction in an asynchronous learning environment using seven key considerations: the e-learning environment, student-content interaction, student and student interaction, student-teacher interaction, group cohesion and timely participation, knowledge of Internet usage, and satisfaction. The…

  9. Peer Interaction in Three Collaborative Learning Environments

    ERIC Educational Resources Information Center

    Staarman, Judith Kleine; Krol, Karen; Meijden, Henny van der

    2005-01-01

    The aim of the study was to gain insight into the occurrence of different types of peer interaction and particularly the types of interaction beneficial for learning in different collaborative learning environments. Based on theoretical notions related to collaborative learning and peer interaction, a coding scheme was developed to analyze the…

  10. Strategies for Increasing the Interactivity of Children's Synchronous Learning in Virtual Environments

    ERIC Educational Resources Information Center

    Katlianik, Ivan

    2013-01-01

    Enabling distant individuals to assemble in one virtual environment, synchronous distance learning appeals to researchers and practitioners alike because of its unique educational opportunities. One of the vital components of successful synchronous distance learning is interactivity. In virtual environments, interactivity is limited by the…

  11. Mining Learning Social Networks for Cooperative Learning with Appropriate Learning Partners in a Problem-Based Learning Environment

    ERIC Educational Resources Information Center

    Chen, Chih-Ming; Chang, Chia-Cheng

    2014-01-01

    Many studies have identified web-based cooperative learning as an increasingly popular educational paradigm with potential to increase learner satisfaction and interactions. However, peer-to-peer interaction often suffers barriers owing to a failure to explore useful social interaction information in web-based cooperative learning environments.…

  12. Characterizing Navigation in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Liang, Hai-Ning; Sedig, Kamran

    2009-01-01

    Interactive learning environments (ILEs) are increasingly used to support and enhance instruction and learning experiences. ILEs maintain and display information, allowing learners to interact with this information. One important method of interacting with information is navigation. Often, learners are required to navigate through the information…

  13. Students' Collective Knowledge Construction in the Virtual Learning Environment ""ToLigado"--Your School Interactive Newspaper"

    ERIC Educational Resources Information Center

    Passarelli, Brasilina

    2008-01-01

    Introduction: The ToLigado Project--Your School Interactive Newspaper is an interactive virtual learning environment conceived, developed, implemented and supported by researchers at the School of the Future Research Laboratory of the University of Sao Paulo, Brazil. Method: This virtual learning environment aims to motivate trans-disciplinary…

  14. 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…

  15. Can More Become Less? Effects of an Intensive Assessment Environment on Students' Learning Performance

    ERIC Educational Resources Information Center

    Khawaja, M. Asif; Prusty, Gangadhara B.; Ford, Robin A. J.; Marcus, Nadine; Russell, Carol

    2013-01-01

    Online interactive systems offer the beguiling prospect of an improved environment for learning at minimum extra cost. We have developed online interactive tutorials that adapt the learning environment to the current learning status of each individual student. These Adaptive Tutorials (ATs) modify the tasks given to each student according to their…

  16. 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…

  17. Mobile e-Learning for Next Generation Communication Environment

    ERIC Educational Resources Information Center

    Wu, Tin-Yu; Chao, Han-Chieh

    2008-01-01

    This article develops an environment for mobile e-learning that includes an interactive course, virtual online labs, an interactive online test, and lab-exercise training platform on the fourth generation mobile communication system. The Next Generation Learning Environment (NeGL) promotes the term "knowledge economy." Inter-networking…

  18. Features of an effective operative dentistry learning environment: students' perceptions and relationship with performance.

    PubMed

    Suksudaj, N; Lekkas, D; Kaidonis, J; Townsend, G C; Winning, T A

    2015-02-01

    Students' perceptions of their learning environment influence the quality of outcomes they achieve. Learning dental operative techniques in a simulated clinic environment is characterised by reciprocal interactions between skills training, staff- and student-related factors. However, few studies have examined how students perceive their operative learning environments and whether there is a relationship between their perceptions and subsequent performance. Therefore, this study aimed to clarify which learning activities and interactions students perceived as supporting their operative skills learning and to examine relationships with their outcomes. Longitudinal data about examples of operative laboratory sessions that were perceived as effective or ineffective for learning were collected twice a semester, using written critical incidents and interviews. Emergent themes from these data were identified using thematic analysis. Associations between perceptions of learning effectiveness and performance were analysed using chi-square tests. Students indicated that an effective learning environment involved interactions with tutors and peers. This included tutors arranging group discussions to clarify processes and outcomes, providing demonstrations and constructive feedback. Feedback focused on mistakes, and not improvement, was reported as being ineffective for learning. However, there was no significant association between students' perceptions of the effectiveness of their learning experiences and subsequent performance. It was clear that learning in an operative technique setting involved various factors related not only to social interactions and observational aspects of learning but also to cognitive, motivational and affective processes. Consistent with studies that have demonstrated complex interactions between students, their learning environment and outcomes, other factors need investigation. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  19. Assessing the Use of Instant Messaging in Online Learning Environments

    ERIC Educational Resources Information Center

    Contreras-Castillo, Juan; Perez-Fragoso, Carmen; Favela, Jesus

    2006-01-01

    There is a body of evidence supporting the claim that informal interactions in educational environments have positive effects on learning. In order to increase the opportunities of informal interaction in online courses, an instant messaging tool, called CENTERS, was developed and integrated into online learning environments. This tool provides…

  20. Learning of Abstract Concepts through Full-Body Interaction: A Systematic Review

    ERIC Educational Resources Information Center

    Malinverni, Laura; Pares, Narcis

    2014-01-01

    Over the past ten years several learning environments based on novel interaction modalities have been developed. Within this field, Full-body Interaction Learning Environments open promising possibilities given their capacity to involve the users at different levels, such as sensorimotor experience, cognitive aspects and affective factors.…

  1. Interactivity in the Online Learning Environment: A Study of Users of the North Carolina Virtual Public School

    ERIC Educational Resources Information Center

    Ingerham, Laura

    2012-01-01

    Recent studies of online learning environments reveal the importance of interaction within the virtual environment. Abrami, Bernard, Bures, Borokhovski, and Tamim (2011) identify and study 3 types of student interactions: student-content, student-teacher, and student-student. This article builds on this classification of interactions as it…

  2. Exploring Students' Use of Explanatory Help during Math Problem Solving in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Huang, Xudong

    2016-01-01

    Help-seeking is a crucial behavior during learning in interactive learning environments (ILEs). Appropriate help-seeking promotes learning, while inappropriate help-seeking prohibits learning. However, many students are unaware of effective help-seeking behaviors. Therefore, research is needed to examine how students seek help in ILEs. Although…

  3. Study the Effectiveness of Technology-Enhanced Interactive Teaching Environment on Student Learning of Junior High School Biology

    ERIC Educational Resources Information Center

    Yang, Kai-Ti; Wang, Tzu-Hua; Chiu, Mei-Hung

    2015-01-01

    This research investigates the effectiveness of integrating Interactive Whiteboard (IWB) into the junior high school biology teaching. This research adopts a quasi-experimental design and divides the participating students into the conventional ICT-integrated learning environment and IWB-integrated learning environment. Before teaching, students…

  4. Dynamic and Interactive Mathematics Learning Environments: The Case of Teaching the Limit Concept

    ERIC Educational Resources Information Center

    Martinovic, Dragana; Karadag, Zekeriya

    2012-01-01

    This theoretical study is an attempt to explore the potential of the dynamic and interactive mathematics learning environments (DIMLE) in relation to the technological pedagogical content knowledge (TPACK) framework. DIMLE are developed with intent to support learning mathematics through free exploration in a less constrained environment. A…

  5. Creating learning momentum through overt teaching interactions during real acute care episodes.

    PubMed

    Piquette, Dominique; Moulton, Carol-Anne; LeBlanc, Vicki R

    2015-10-01

    Clinical supervisors fulfill a dual responsibility towards patient care and learning during clinical activities. Assuming such roles in today's clinical environments may be challenging. Acute care environments present unique learning opportunities for medical trainees, as well as specific challenges. The goal of this paper was to better understand the specific contexts in which overt teaching interactions occurred in acute care environments. We conducted a naturalistic observational study based on constructivist grounded theory methodology. Using participant observation, we collected data on the teaching interactions occurring between clinical supervisors and medical trainees during 74 acute care episodes in the critical care unit of two academic centers, in Toronto, Canada. Three themes contributed to a better understanding of the conditions in which overt teaching interactions among trainees and clinical supervisors occurred during acute care episodes: seizing emergent learning opportunities, coming up against challenging conditions, and creating learning momentum. Our findings illustrate how overt learning opportunities emerged from certain clinical situations and how clinical supervisors and trainees could purposefully modify unfavorable learning conditions. None of the acute care episodes encountered in the critical care environment represented ideal conditions for learning. Yet, clinical supervisors and trainees succeeded in engaging in overt teaching interactions during many episodes. The educational value of these overt teaching interactions should be further explored, as well as the impact of interventions aimed at increasing their use in acute care environments.

  6. Reading a Story: Different Degrees of Learning in Different Learning Environments.

    PubMed

    Giannini, Anna Maria; Cordellieri, Pierluigi; Piccardi, Laura

    2017-01-01

    The learning environment in which material is acquired may produce differences in delayed recall and in the elements that individuals focus on. These differences may appear even during development. In the present study, we compared three different learning environments in 450 normally developing 7-year-old children subdivided into three groups according to the type of learning environment. Specifically, children were asked to learn the same material shown in three different learning environments: reading illustrated books (TB); interacting with the same text displayed on a PC monitor and enriched with interactive activities (PC-IA); reading the same text on a PC monitor but not enriched with interactive narratives (PC-NoIA). Our results demonstrated that TB and PC-NoIA elicited better verbal memory recall. In contrast, PC-IA and PC-NoIA produced higher scores for visuo-spatial memory, enhancing memory for spatial relations, positions and colors with respect to TB. Interestingly, only TB seemed to produce a deeper comprehension of the story's moral. Our results indicated that PC-IA offered a different type of learning that favored visual details. In this sense, interactive activities demonstrate certain limitations, probably due to information overabundance, emotional mobilization, emphasis on images and effort exerted in interactive activities. Thus, interactive activities, although entertaining, act as disruptive elements which interfere with verbal memory and deep moral comprehension.

  7. Reading a Story: Different Degrees of Learning in Different Learning Environments

    PubMed Central

    Giannini, Anna Maria; Cordellieri, Pierluigi; Piccardi, Laura

    2017-01-01

    The learning environment in which material is acquired may produce differences in delayed recall and in the elements that individuals focus on. These differences may appear even during development. In the present study, we compared three different learning environments in 450 normally developing 7-year-old children subdivided into three groups according to the type of learning environment. Specifically, children were asked to learn the same material shown in three different learning environments: reading illustrated books (TB); interacting with the same text displayed on a PC monitor and enriched with interactive activities (PC-IA); reading the same text on a PC monitor but not enriched with interactive narratives (PC-NoIA). Our results demonstrated that TB and PC-NoIA elicited better verbal memory recall. In contrast, PC-IA and PC-NoIA produced higher scores for visuo-spatial memory, enhancing memory for spatial relations, positions and colors with respect to TB. Interestingly, only TB seemed to produce a deeper comprehension of the story’s moral. Our results indicated that PC-IA offered a different type of learning that favored visual details. In this sense, interactive activities demonstrate certain limitations, probably due to information overabundance, emotional mobilization, emphasis on images and effort exerted in interactive activities. Thus, interactive activities, although entertaining, act as disruptive elements which interfere with verbal memory and deep moral comprehension. PMID:29085296

  8. Learning Experiences in a Giant Interactive Environment: Insights from The Cube

    ERIC Educational Resources Information Center

    Stoodley, Ian; Sayyad Abdi, Elham; Bruce, Christine; Hughes, Hilary

    2018-01-01

    In November 2012, Queensland University of Technology in Australia launched a giant interactive learning environment known as "The Cube". This article reports a phenomenographic investigation into visitors' different experiences of learning in The Cube. At present very little is known about people's learning experience in spaces…

  9. Home Learning Environment and Concept Formation: A Family Intervention Study with Kindergarten Children

    ERIC Educational Resources Information Center

    Niklas, Frank; Cohrssen, Caroline; Tayler, Collette

    2016-01-01

    Children's cognitive development has a neural basis, yet children's learning is facilitated by interactions with more knowledgeable others. Young children experience such interactions in the context of the home learning environment (HLE), when parents support children's thinking and learning during everyday activities. Consequently, one way to…

  10. The Impact of a Question-Embedded Video-Based Learning Tool on E-Learning

    ERIC Educational Resources Information Center

    Vural, Omer Faruk

    2013-01-01

    In this study, it is mainly focused on investigating the effect of question-embedded online interactive video environment on student achievement. A quasi-experimental design was development to compare the effectiveness of a question-embedded interactive video environment (QVE) and an interactive video environment without the question component…

  11. Lost in Interaction in IMS Learning Design Runtime Environments

    ERIC Educational Resources Information Center

    Derntl, Michael; Neumann, Susanne; Oberhuemer, Petra

    2014-01-01

    Educators are exploiting the advantages of advanced web-based collaboration technologies and massive online interactions. Interactions between learners and human or nonhuman resources therefore play an increasingly important pedagogical role, and the way these interactions are expressed in the user interface of virtual learning environments is…

  12. SciEthics Interactive: Science and Ethics Learning in a Virtual Environment

    ERIC Educational Resources Information Center

    Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth

    2013-01-01

    Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…

  13. Enhancing Learning Outcomes with an Interactive Knowledge-Based Learning Environment Providing Narrative Feedback

    ERIC Educational Resources Information Center

    Stranieri, Andrew; Yearwood, John

    2008-01-01

    This paper describes a narrative-based interactive learning environment which aims to elucidate reasoning using interactive scenarios that may be used in training novices in decision-making. Its design is based on an approach to generating narrative from knowledge that has been modelled in specific decision/reasoning domains. The approach uses a…

  14. Hybrid E-Textbooks as Comprehensive Interactive Learning Environments

    ERIC Educational Resources Information Center

    Ghaem Sigarchian, Hajar; Logghe, Sara; Verborgh, Ruben; de Neve, Wesley; Salliau, Frank; Mannens, Erik; Van de Walle, Rik; Schuurman, Dimitri

    2018-01-01

    An e-TextBook can serve as an interactive learning environment (ILE), facilitating more effective teaching and learning processes. In this paper, we propose the novel concept of an EPUB 3-based Hybrid e-TextBook, which allows for interaction between the digital and the physical world. In that regard, we first investigated the gap between the…

  15. Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments

    ERIC Educational Resources Information Center

    Rowe, Jonathan P.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C.

    2011-01-01

    A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments. This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to…

  16. Accelerated Online Learning: Perceptions of Interaction and Learning Outcomes among African American Students

    ERIC Educational Resources Information Center

    Kuo, Yu-Chun

    2014-01-01

    This study investigated student interaction, satisfaction, and performance in accelerated online learning environments with the use of an online learning course-management system. The interactions assessed in this study included learner-learner interaction, learner-instructor interaction, and learner-content interaction. The participants were…

  17. 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…

  18. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  19. Interaction in a Blended Environment for English Language Learning

    ERIC Educational Resources Information Center

    Romero Archila, Yuranny Marcela

    2014-01-01

    The purpose of this research was to identify the types of interaction that emerged not only in a Virtual Learning Environment (VLE) but also in face-to-face settings. The study also assessed the impact of the different kinds of interactions in terms of language learning. This is a qualitative case study that took place in a private Colombian…

  20. 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.…

  1. Interactive and Non-Interactive Pictures in Multimedia Learning Environments: Effects on Learning Outcomes and Learning Efficiency

    ERIC Educational Resources Information Center

    Rasch, Thorsten; Schnotz, Wolfgang

    2009-01-01

    New technologies enable flexible combinations of text and interactive or non-interactive pictures. The aim of the present study was to investigate (a) whether adding pictures to texts is generally beneficial for learning or whether it can also have detrimental effects, (b) how interactivity of pictures affects learning, (c) whether the…

  2. Applying a Framework for Student Modeling in Exploratory Learning Environments: Comparing Data Representation Granularity to Handle Environment Complexity

    ERIC Educational Resources Information Center

    Fratamico, Lauren; Conati, Cristina; Kardan, Samad; Roll, Ido

    2017-01-01

    Interactive simulations can facilitate inquiry learning. However, similarly to other Exploratory Learning Environments, students may not always learn effectively in these unstructured environments. Thus, providing adaptive support has great potential to help improve student learning with these rich activities. Providing adaptive support requires a…

  3. New Directions in Formative Feedback in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Goldin, Ilya; Narciss, Susanne; Foltz, Peter; Bauer, Malcolm

    2017-01-01

    Formative feedback is well known as a key factor in influencing learning. Modern interactive learning environments provide a broad range of ways to provide feedback to students as well as new tools to understand feedback and its relation to various learning outcomes. This issue focuses on the role of formative feedback through a lens of how…

  4. Characteristics of Interactive Learning Environments in Business Management Courses.

    ERIC Educational Resources Information Center

    Nicastro, Mary L.

    This study sought to develop theoretical propositions for the institutional, course, instructor, and student characteristics of the learning environment where interactive learning techniques are used in college-level business courses. Using an interpretive case study method with examination of documents, observations of instructors and students,…

  5. Ubiquitous Learning Environments in Higher Education: A Scoping Literature Review

    ERIC Educational Resources Information Center

    Virtanen, Mari Aulikki; Haavisto, Elina; Liikanen, Eeva; Kääriäinen, Maria

    2018-01-01

    Ubiquitous learning and the use of ubiquitous learning environments heralds a new era in higher education. Ubiquitous learning environments enhance context-aware and seamless learning experiences available from any location at any time. They support smooth interaction between authentic and digital learning resources and provide personalized…

  6. Distributing vs. Blocking Learning Questions in a Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Kapp, Felix; Proske, Antje; Narciss, Susanne; Körndle, Hermann

    2015-01-01

    Effective studying in web-based learning environments (web-LEs) requires cognitive engagement and demands learners to regulate their learning activities. One way to support learners in web-LEs is to provide interactive learning questions within the learning environment. Even though research on learning questions has a long tradition, there are…

  7. Learning with Collaborative Inquiry: A Science Learning Environment for Secondary Students

    ERIC Educational Resources Information Center

    Sun, Daner; Looi, Chee-Kit; Xie, Wenting

    2017-01-01

    When inquiry-based learning is designed for a collaborative context, the interactions that arise in the learning environment can become fairly complex. While the learning effectiveness of such learning environments has been reported in the literature, there have been fewer studies on the students' learning processes. To address this, the article…

  8. A Model for Student Adoption of Online Interactivity

    ERIC Educational Resources Information Center

    Karamanos, Neophytos; Gibbs, Paul

    2012-01-01

    Acknowledging the general difficulty of new e-learning pedagogical approaches in achieving wide acceptance and use, the study described in this article examines a class of MBA students' adoption of a proposed online interactive learning environment. To this end, a web-based, case-based constructivist learning environment was developed, embedding…

  9. An Investigation of the Factors that May Predict Student Satisfaction in Online Learning Environments

    ERIC Educational Resources Information Center

    Featro, Susan Mary

    2012-01-01

    The study gathered data on learning styles, technical comfort level, age, gender, and undergraduate or graduate status to determine if these are predictors of student satisfaction in online learning environments. Student satisfaction was considered in terms of learner-content interaction, learner-instructor interaction, learner-learner…

  10. Can Functional Brain Imaging Be Used to Explore Interactivity and Cognition in Multimedia Learning Environments?

    ERIC Educational Resources Information Center

    Dalgarno, Barney; Kennedy, Gregor; Bennett, Sue

    2010-01-01

    This paper reviews existing methods used to address questions about interactivity, cognition and learning in multimedia learning environments. Existing behavioural and self-report methods identified include observations, audit trails, questionnaires, interviews, video-stimulated recall, and think-aloud protocols. The limitations of these methods…

  11. Creating an Interactive and Responsive Teaching Environment to Inspire Learning

    ERIC Educational Resources Information Center

    Paladino, Angelina

    2008-01-01

    Teaching students to understand, disable, and solve problems is one of the largest challenges educators face in undergraduate marketing education. My teaching philosophy is centered on the creation of an interactive learning environment. This encompasses problem-based teaching and collaborative learning to foster discussions between students and…

  12. Autism and Digital Learning Environments: Processes of Interaction and Mediation

    ERIC Educational Resources Information Center

    Passerino, Liliana M.; Santarosa, Lucila M. Costi

    2008-01-01

    Using a socio-historical perspective to explain social interaction and taking advantage of information and communication technologies (ICTs) currently available for creating digital learning environments (DLEs), this paper seeks to redress the absence of empirical data concerning technology-aided social interaction between autistic individuals. In…

  13. Exploring Collaborative Learning Effect in Blended Learning Environments

    ERIC Educational Resources Information Center

    Sun, Z.; Liu, R.; Luo, L.; Wu, M.; Shi, C.

    2017-01-01

    The use of new technology encouraged exploration of the effectiveness and difference of collaborative learning in blended learning environments. This study investigated the social interactive network of students, level of knowledge building and perception level on usefulness in online and mobile collaborative learning environments in higher…

  14. Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds?

    ERIC Educational Resources Information Center

    Mayer, Richard E.; Dow, Gayle T.; Mayer, Sarah

    2003-01-01

    Students learned about electric motors by asking questions and receiving answers from an on-screen pedagogical agent named Dr. Phyz who stood next to an on-screen drawing of an electric motor. Results are consistent with a cognitive theory of multimedia learning and yield principles for the design of interactive multimedia learning environments.…

  15. Active Learning in PhysicsTechnology and Research-based Techniques Emphasizing Interactive Lecture Demonstrations

    NASA Astrophysics Data System (ADS)

    Thornton, Ronald

    2010-10-01

    Physics education research has shown that learning environments that engage students and allow them to take an active part in their learning can lead to large conceptual gains compared to traditional instruction. Examples of successful curricula and methods include Peer Instruction, Just in Time Teaching, RealTime Physics, Workshop Physics, Scale-Up, and Interactive Lecture Demonstrations (ILDs). An active learning environment is often difficult to achieve in lecture sessions. This presentation will demonstrate the use of sequences of Interactive Lecture Demonstrations (ILDs) that use real experiments often involving real-time data collection and display combined with student interaction to create an active learning environment in large or small lecture classes. Interactive lecture demonstrations will be done in the area of mechanics using real-time motion probes and the Visualizer. A video tape of students involved in interactive lecture demonstrations will be shown. The results of a number of research studies at various institutions (including international) to measure the effectiveness of ILDs and guided inquiry conceptual laboratories will be presented.

  16. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    ERIC Educational Resources Information Center

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-01-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…

  17. Designing Learning Environments to Teach Interactive Quantum Physics

    ERIC Educational Resources Information Center

    Puente, Sonia M. Gomez; Swagten, Henk J. M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small…

  18. Narrative-Based Interactive Learning Environments from Modelling Reasoning

    ERIC Educational Resources Information Center

    Yearwood, John; Stranieri, Andrew

    2007-01-01

    Narrative and story telling has a long history of use in structuring, organising and communicating human experience. This paper describes a narrative based interactive intelligent learning environment which aims to elucidate practical reasoning using interactive emergent narratives that can be used in training novices in decision making. Its…

  19. 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.

  20. 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.

  1. Real-Time Interactive Social Environments: A Review of BT's Generic Learning Platform.

    ERIC Educational Resources Information Center

    Gardner, Michael; Ward, Holly

    1999-01-01

    Describes the development of a generic learning platform for online distance learning and explains RISE (Real-time Interactive Social Environments), a Web-based system. Reports results of trials at the University of Hull Language Institute in an English as a Foreign Language course that investigated system usability, teacher roles, and student…

  2. On the Bus and Online: Instantiating an Interactive Learning Environment through Design-Based Research

    ERIC Educational Resources Information Center

    Kartoglu, Ümit; Vesper, James L.; Reeves, Thomas C.

    2017-01-01

    The World Health Organization converted an award-winning experiential learning course that takes place on a bus traveling down the "cold chain" for time- and temperature-sensitive pharmaceutical products in Turkey to an online interactive learning environment through design-based research. Similarities and differences in the objectives…

  3. Interactive Learning Environment for Bio-Inspired Optimization Algorithms for UAV Path Planning

    ERIC Educational Resources Information Center

    Duan, Haibin; Li, Pei; Shi, Yuhui; Zhang, Xiangyin; Sun, Changhao

    2015-01-01

    This paper describes the development of BOLE, a MATLAB-based interactive learning environment, that facilitates the process of learning bio-inspired optimization algorithms, and that is dedicated exclusively to unmanned aerial vehicle path planning. As a complement to conventional teaching methods, BOLE is designed to help students consolidate the…

  4. 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…

  5. 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…

  6. Perceptions of the Effectiveness of System Dynamics-Based Interactive Learning Environments: An Empirical Study

    ERIC Educational Resources Information Center

    Qudrat-Ullah, Hassan

    2010-01-01

    The use of simulations in general and of system dynamics simulation based interactive learning environments (SDILEs) in particular is well recognized as an effective way of improving users' decision making and learning in complex, dynamic tasks. However, the effectiveness of SDILEs in classrooms has rarely been evaluated. This article describes…

  7. 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…

  8. The Impacts of Network Centrality and Self-Regulation on an E-Learning Environment with the Support of Social Network Awareness

    ERIC Educational Resources Information Center

    Lin, Jian-Wei; Huang, Hsieh-Hong; Chuang, Yuh-Shy

    2015-01-01

    An e-learning environment that supports social network awareness (SNA) is a highly effective means of increasing peer interaction and assisting student learning by raising awareness of social and learning contexts of peers. Network centrality profoundly impacts student learning in an SNA-related e-learning environment. Additionally,…

  9. How do general practice residents use social networking sites in asynchronous distance learning?

    PubMed

    Maisonneuve, Hubert; Chambe, Juliette; Lorenzo, Mathieu; Pelaccia, Thierry

    2015-09-21

    Blended learning environments - involving both face-to-face and remote interactions - make it easier to adapt learning programs to constraints such as residents' location and low teacher-student ratio. Social networking sites (SNS) such as Facebook®, while not originally intended to be used as learning environments, may be adapted for the distance-learning part of training programs. The purpose of our study was to explore the use of SNS for asynchronous distance learning in a blended learning environment as well as its influence on learners' face-to-face interactions. We conducted a qualitative study and carried out semi-structured interviews. We performed purposeful sampling for maximal variation to include eight general practice residents in 2(nd) and 3(rd) year training. A thematic analysis was performed. The social integration of SNS facilitates the engagement of users in their learning tasks. This may also stimulate students' interactions and group cohesion when members meet up in person. Most of the general practice residents who work in the blended learning environment we studied had a positive appraisal on their use of SNS. In particular, we report a positive impact on their engagement in learning and their participation in discussions during face-to-face instruction. Further studies are needed in order to evaluate the effectiveness of SNS in blended learning environments and the appropriation of SNS by teachers.

  10. Investigating Learners' Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach

    ERIC Educational Resources Information Center

    Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng

    2010-01-01

    The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…

  11. Perceived Satisfaction, Perceived Usefulness and Interactive Learning Environments as Predictors to Self-Regulation in e-Learning Environments

    ERIC Educational Resources Information Center

    Liaw, Shu-Sheng; Huang, Hsiu-Mei

    2013-01-01

    The research purpose is to investigate learner self-regulation in e-learning environments. In order to better understand learner attitudes toward e-learning, 196 university students answer a questionnaire survey after use an e-learning system few months. The statistical results showed that perceived satisfaction, perceived usefulness, and…

  12. 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"…

  13. 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…

  14. 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,…

  15. 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.…

  16. 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.

  17. Using Social Networking Environments to Support Collaborative Learning in a Chinese University Class: Interaction Pattern and Influencing Factors

    ERIC Educational Resources Information Center

    Lu, Jie; Churchill, Daniel

    2014-01-01

    This paper reports a study that investigated the social interaction pattern of collaborative learning and the factors affecting the effectiveness of collaborative learning in a social networking environment (SNE). A class of 55 undergraduate students enrolled in an elective course at a Chinese university was recruited for the study. The…

  18. Promoting Argumentation in Primary Science Contexts: An Analysis of Students' Interactions in Formal and Informal Learning Environments

    ERIC Educational Resources Information Center

    Simon, S.; Johnson, S; Cavell, S.; Parsons, T.

    2012-01-01

    The paper reports on the outcomes of a study that utilized a graphical tool, Digalo, to stimulate argumentative interactions in both school and informal learning settings. Digalo was developed in a European study to explore argumentation in a range of learning environments. The focus here is on the potential for using Digalo in promoting…

  19. "It's on the Tip of My Google": Intra-Active Performance and the Non-Totalising Learning Environment

    ERIC Educational Resources Information Center

    Snake-Beings, Emit

    2017-01-01

    Technologies that expand the learning environment to include interactions outside of the physical space of the classroom, such as the use of Google as an aid to memory, represent one aspect of learning that occurs within several seemingly decentralised spaces. On the other hand, it can be argued that such interactive technologies are enclosed in…

  20. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    NASA Astrophysics Data System (ADS)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  1. Validation of a Spanish Version of the Distance Education Learning Environments Survey (DELES) in Spain

    ERIC Educational Resources Information Center

    Fernández-Pascual, Maria Dolores; Ferrer-Cascales, Rosario; Reig-Ferrer, Abilio; Albaladejo-Blázquez, Natalia; Walker, Scott L.

    2015-01-01

    The aim of this study was to examine the validity of the Spanish version of the Distance Education Learning Environments Survey (Sp-DELES). This instrument assesses students' perceptions of virtual learning environments using six scales: Instructor Support, Student Interaction and Collaboration, Personal Relevance, Authentic Learning, Active…

  2. Face-to-Face Interaction with Pedagogical Agents, Twenty Years Later

    ERIC Educational Resources Information Center

    Johnson, W. Lewis; Lester, James C.

    2016-01-01

    Johnson et al. ("International Journal of Artificial Intelligence in Education," 11, 47-78, 2000) introduced and surveyed a new paradigm for interactive learning environments: animated pedagogical agents. The article argued for combining animated interface agent technologies with intelligent learning environments, yielding intelligent…

  3. Evaluation of Distance Course Effectiveness - Exploring the Quality of Interactive Processes

    NASA Astrophysics Data System (ADS)

    Botelho, Francisco Villa Ulhôa; Vicari, Rosa Maria

    Understanding the dynamics of learning processes implies an understanding of their components: individuals, environment or context and mediation. It is known that distance learning (DL) has a distinctive characteristic in relation to the mediation component. Due to the need of overcoming the barriers of distance and time, DL intensively uses information and communication technologies (ICT) to perform interactive processes. Construction of effective learning environments depends on human relationships. It also depends on the emotionality placed on such relationships. Therefore, knowing how to act in virtual environments in the sense of creating the required ambiance for animation of learning processes has a unique importance. This is the theme of this study. Its general objectives were achieved and can be summarized as follows: analyze indexes that are significant for evaluations of distance course effectiveness; investigate to which extent effectiveness of DL courses is correlated with quality of interactive processes; search characteristics of the conversations by individuals interacting in study groups that are formed in virtual environments, which may contribute to effectiveness of distance courses.

  4. Design Patterns for Learning and Assessment: Facilitating the Introduction of a Complex Simulation-Based Learning Environment into a Community of Instructors

    ERIC Educational Resources Information Center

    Frezzo, Dennis C.; Behrens, John T.; Mislevy, Robert J.

    2010-01-01

    Simulation environments make it possible for science and engineering students to learn to interact with complex systems. Putting these capabilities to effective use for learning, and assessing learning, requires more than a simulation environment alone. It requires a conceptual framework for the knowledge, skills, and ways of thinking that are…

  5. 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…

  6. Toward a neural basis for peer-interaction: what makes peer-learning tick?

    PubMed Central

    Clark, Ian; Dumas, Guillaume

    2015-01-01

    Many of the instructional practices that have been advanced as intrinsically motivating are inherent in socio-constructivist learning environments. There is now emerging scientific evidence to explain why interactive learning environments promote the intrinsic motivation to learn. The “two-body” and “second person” approaches have begun to explore the “dark matter” of social neuroscience: the intra- and inter-individual brain dynamics during social interaction. Moreover, studies indicate that when young learners are given expanded opportunities to actively and equitably participate in collaborative learning activities they experienced feelings of well-being, contentment, or even excitement. Neuroscience starts demonstrating how this naturally rewarding aspect is strongly associated with the implication of the mesolimbic dopaminergic pathway during social interaction. The production of dopamine reinforces the desire to continue the interaction, and heightens feelings of anticipation for future peer-learning activities. Here we review how cooperative learning and problem-solving interactions can bring about the “intrinsic” motivation to learn. Overall, the reported theoretical arguments and neuroscientific results have clear implications for school and organization approaches and support social constructivist perspectives. PMID:25713542

  7. System Quality Characteristics for Selecting Mobile Learning Applications

    ERIC Educational Resources Information Center

    Sarrab, Mohamed; Al-Shihi, Hafedh; Al-Manthari, Bader

    2015-01-01

    The majority of M-learning (Mobile learning) applications available today are developed for the formal learning and education environment. These applications are characterized by the improvement in the interaction between learners and instructors to provide high interaction and flexibility to the learning process. M-learning is gaining increased…

  8. Learning Analytics for Networked Learning Models

    ERIC Educational Resources Information Center

    Joksimovic, Srecko; Hatala, Marek; Gaševic, Dragan

    2014-01-01

    Teaching and learning in networked settings has attracted significant attention recently. The central topic of networked learning research is human-human and human-information interactions occurring within a networked learning environment. The nature of these interactions is highly complex and usually requires a multi-dimensional approach to…

  9. Learner Control in Hypermedia Environments

    ERIC Educational Resources Information Center

    Scheiter, Katharina; Gerjets, Peter

    2007-01-01

    Contrary to system-controlled multimedia learning environments, hypermedia systems are characterized by a high level of interactivity. This interactivity is referred to as learner control in the respective literature. For several reasons this learner control is seen as a major advantage of hypermedia for learning and instruction. For instance,…

  10. Enhancing Peer Interaction: An Aspect of a High-Quality Learning Environment in Finnish Early Childhood Special Education

    ERIC Educational Resources Information Center

    Syrjämäki, Marja; Sajaniemi, Nina; Suhonen, Eira; Alijoki, Alisa; Nislin, Mari

    2017-01-01

    The aim of this article is to investigate the pedagogical learning environment in early childhood special education (ECSE). The theoretical framework is based on a conception of interaction being as well a basic human need as, according to sociocultural theories, the basis of learning. Our study was conducted in ECSE kindergarten groups (N = 17)…

  11. Supporting Interaction among Participants of Online Learning Using the Knowledge Sharing Concept

    ERIC Educational Resources Information Center

    Chao, Chih-Yang; Hwu, Shiow-Lin; Chang, Chi-Cheng

    2011-01-01

    In education business, proper interaction is a crucial factor for learning effectiveness. However, it is difficult to successfully guide the participants to achieve the appropriate interaction in an online learning environment. That is, the interaction as well as internal dialogue should be systemically performed under a valid control. In this…

  12. Internet-based Interactive Construction Management Learning System.

    ERIC Educational Resources Information Center

    Sawhney, Anil; Mund, Andre; Koczenasz, Jeremy

    2001-01-01

    Describes a way to incorporate practical content into the construction engineering and management curricula: the Internet-based Interactive Construction Management Learning System, which uses interactive and adaptive learning environments to train students in the areas of construction methods, equipment and processes using multimedia, databases,…

  13. Educational Technology Research Journals: "Interactive Learning Environments," 2004-2013

    ERIC Educational Resources Information Center

    Christensen, Steven S.; Andrews, Carolyn; Harris, Scott P.; Lloyd, Adam; Turley, Chad; West, Richard E.

    2015-01-01

    This study examined the journal "Interactive Learning Environments" to discover trends from 2004-2013. The authors looked at trends in article topics, research methods, authorship, citations, keyword frequencies, phrase counts of article abstracts, and article citations according to Google Scholar. Evidence is provided of the journal's…

  14. 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…

  15. Situations, Interaction, Process and Affordances: An Ecological Psychology Perspective.

    ERIC Educational Resources Information Center

    Young, Michael F.; DePalma, Andrew; Garrett, Steven

    2002-01-01

    From an ecological psychology perspective, a full analysis of any learning context must acknowledge the complex nonlinear dynamics that unfold as an intentionally-driven learner interacts with a technology-based purposefully designed learning environment. A full situation model would need to incorporate constraints from the environment and also…

  16. Toward a Narrative Pedagogy for Interactive Learning Environments

    ERIC Educational Resources Information Center

    Hazel, Paul

    2008-01-01

    The use of narrative within interactive learning environments (ILEs) is widespread. Reviewing recent research in the fields of ethnography, cognitive psychology, neurobiology, discourse analysis, and education, this paper proposes a rationale for the use of narrative in ILEs. Starting with a description of the origin of narrative in the brain, the…

  17. Academic Risk-Taking in an Online Environment

    ERIC Educational Resources Information Center

    Robinson, Linda Eleanor

    2012-01-01

    Within Higher Education, the social nature of learning may no longer equate to in-person interactions. Technology provides various interaction options and changes the learning environment. The challenge for instructors of courses in the area of teacher education is to understand the nature of academic risk-taking associated with blended learning…

  18. Students' Experiences of Learning in a Virtual Classroom

    ERIC Educational Resources Information Center

    Gedera, Dilani S. P.

    2014-01-01

    Online learning environments can offer learners opportunities for flexibility, interaction and collaboration distinctly different from face-to-face learning environments. However, the integration of educational technologies also presents challenges and concerns in relation to students' learning. This article attempts to develop a better…

  19. Engaging Learners through Interactive Media: Findings and Implications from a Technology Enhanced Problem-Based Learning Environment

    ERIC Educational Resources Information Center

    Horton, Lucas; Liu, Min; Olmanson, Justin; Toprac, Paul

    2011-01-01

    In this paper we explore students' engagement in a new media enhanced problem-based learning (PBL) environment and investigate the characteristics of these environments that facilitate learning. We investigated both student experiences using a new media enhanced PBL environment and the specific elements students found most supportive of their…

  20. Building a Learning Experience: What Do Learners' Online Interaction Data Imply?

    ERIC Educational Resources Information Center

    Kokoç, Mehmet; Altun, Arif

    2016-01-01

    It is still under debate whether learners' interaction data within e-learning and/or open learning environments could be considered as reflections of their learning experiences to be effective or not. Therefore, it is meaningful to explore the nature of these interactions and to make meaningful conclusions. This study aims to explore what the…

  1. Theoretical Foundations for Enhancing Social Connectedness in Online Learning Environments

    ERIC Educational Resources Information Center

    Slagter van Tryon, Patricia J.; Bishop, M. J.

    2009-01-01

    Group social structure provides a comfortable and predictable context for interaction in learning environments. Students in face-to-face learning environments process social information about others in order to assess traits, predict behaviors, and determine qualifications for assuming particular responsibilities within a group. In online learning…

  2. EVA: An Interactive Web-Based Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Arenas, Adolfo Guzman

    2002-01-01

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…

  3. Developing Interactive E-Learning Activities

    ERIC Educational Resources Information Center

    Watkins, Ryan

    2005-01-01

    Although e-learning can offer interactive and engaging learning experiences, the creative ideas that are necessary to create such environments are not always easy to come up with when designing, developing, or teaching e-learning courses. E-learning activities use online technologies such as chat rooms, discussion boards, or email to facilitate…

  4. 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…

  5. 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…

  6. What Matters Most when Students and Teachers Use Interactive Whiteboards in Mathematics Classrooms?

    ERIC Educational Resources Information Center

    McQuillan, Kimberley; Northcote, Maria; Beamish, Peter

    2012-01-01

    Teachers are encouraged to immerse their students in rich and engaging learning environments (NSW Department of Education and Training, 2003). One teaching tool that can facilitate the creation of rich learning environments is the interactive whiteboard (IWB) (Baker, 2009). When teaching mathematics, the varied representational aspects of IWBs can…

  7. Students' Self-Regulation for Interaction with Others in Online Learning Environments

    ERIC Educational Resources Information Center

    Cho, Moon-Heum; Kim, B. Joon

    2013-01-01

    The purpose of this study was to explore variables explaining students' self-regulation (SR) for interaction with others, specifically peers and instructors, in online learning environments. A total of 407 students participated in the study. With hierarchical regression model (HRM), several variables were regressed on students' SR for interaction…

  8. A Multi-Agent Question-Answering System for E-Learning and Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Alinaghi, Tannaz; Bahreininejad, Ardeshir

    2011-01-01

    The increasing advances of new Internet technologies in all application domains have changed life styles and interactions. E-learning and collaborative learning environment systems are originated through such changes and aim at providing facilities for people in different times and geographical locations to cooperate, collaborate, learn and work…

  9. 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…

  10. Development of the Human Interaction Dimension of the Self-Regulated Learning Questionnaire in Asynchronous Online Learning Environments

    ERIC Educational Resources Information Center

    Cho, Moon-Heum; Jonassen, David

    2009-01-01

    Two studies focusing on the development and validation of the Online Self-Regulated Learning Inventory (OSRLI) were conducted. The OSRLI is a self-report instrument assessing the human interaction dimension of online self-regulated learning. It consists of an affect/motivation scale and an interaction strategies scale. In Study 1, exploratory…

  11. Finnish upper secondary students' collaborative processes in learning statistics in a CSCL environment

    NASA Astrophysics Data System (ADS)

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

    2014-04-01

    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 statistics. The main aim of this study is to examine how student collaboration occurs in learning statistics in a CSCL environment. The data include material from videotaped classroom observations and the researcher's notes. In this paper, the inter-subjective phenomena of students' interactions in a CSCL environment are analysed by using a contact summary sheet (CSS). The development of the multi-dimensional coding procedure of the CSS instrument is presented. Aptly selected video episodes were transcribed and coded in terms of conversational acts, which were divided into non-task-related and task-related categories to depict students' levels of collaboration. The results show that collaborative learning (CL) can facilitate cohesion and responsibility and reduce students' feelings of detachment in our classless, periodic school system. The interactive .pdf material and collaboration in small groups enable statistical learning. It is concluded that CSCL is one possible method of promoting statistical teaching. CL using interactive materials seems to foster and facilitate statistical learning processes.

  12. Using Five Stage Model to Design of Collaborative Learning Environments in Second Life

    ERIC Educational Resources Information Center

    Orhan, Sevil; Karaman, M. Kemal

    2014-01-01

    Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…

  13. Relationship between Online Learning Readiness and Structure and Interaction of Online Learning Students

    ERIC Educational Resources Information Center

    Demir Kaymak, Zeliha; Horzum, Mehmet Baris

    2013-01-01

    Current study tried to determine whether a relationship exists between readiness levels of the online learning students for online learning and the perceived structure and interaction in online learning environments. In the study, cross sectional survey model was used. The study was conducted with 320 voluntary students studying online learning…

  14. A Situated Cultural Festival Learning System Based on Motion Sensing

    ERIC Educational Resources Information Center

    Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te

    2017-01-01

    A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…

  15. Fostering Verbal and Non-Verbal Social Interactions in a 3D Collaborative Virtual Learning Environment: A Case Study of Youth with Autism Spectrum Disorders Learning Social Competence in iSocial

    ERIC Educational Resources Information Center

    Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine

    2017-01-01

    This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…

  16. 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…

  17. The Effects of Student Engagement, Student Satisfaction, and Perceived Learning in Online Learning Environments

    ERIC Educational Resources Information Center

    Gray, Julie A.; DiLoreto, Melanie

    2016-01-01

    Studies have shown that course organization and structure, student engagement, learner interaction, and instructor presence have accounted for considerable variance in student satisfaction and perceived learning in online learning environments through a range of pathways, although no research to date has tested the mediational relationship…

  18. OpenSim-Supported Virtual Learning Environment: Transformative Content Representation, Facilitation, and Learning Activities

    ERIC Educational Resources Information Center

    Kim, Heesung; Ke, Fengfeng

    2016-01-01

    The pedagogical and design considerations for the use of a virtual reality (VR) learning environment are important for prospective and current teachers. However, empirical research investigating how preservice teachers interact with transformative content representation, facilitation, and learning activities in a VR educational simulation is still…

  19. Storytelling: An Ancient Human Technology and Critical-Creative Pedagogy for Transformative Learning

    ERIC Educational Resources Information Center

    Kalogeras, Stavroula

    2013-01-01

    In the era of e-learning, student-centered approaches and constructivists learning environments are critical success factors. The inherent interactivity of the Internet and the emotional engagement of story can lead to transformative learning experiences in media rich environments. This paper focuses on Web-Based Transmedia Storytelling…

  20. Visualizing the process of interaction in a 3D environment

    NASA Astrophysics Data System (ADS)

    Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh

    2007-03-01

    As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.

  1. 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…

  2. A framework to develop a clinical learning culture in health facilities: ideas from the literature.

    PubMed

    Henderson, A; Briggs, J; Schoonbeek, S; Paterson, K

    2011-06-01

    Internationally, there is an increase in demand to educate nurses within the clinical practice environment. Clinical practice settings that encourage teaching and learning during episodes of care delivery can be powerful in educating both the existing nursing workforce and nursing students. This paper presents a framework, informed by the literature, that identifies the key factors that are needed to encourage the interactions fundamental to learning in clinical practice. Learning occurs when nurses demonstrate good practice, share their knowledge through conversations and discussions, and also provide feedback to learners, such as students and novices. These types of interactions occur when positive leadership practices encourage trust and openness between staff; when the management team provides sessions for staff to learn how to interact with learners, and also when partnerships provide support and guidance around learning in the workplace. APPLICATION OF CONCEPTS: This framework presents how the concepts of leadership, management and partnership interact to create and sustain learning environments. The feedback from proposed measurement tools can provide valuable information about the positive and negative aspects of these concepts in the clinical learning environment. Analysis of the subscales can assist in identifying appropriate recommended strategies outlined in the framework to guide nurses in improving the recognized deficits in the relationship between the concepts. Leadership, management and partnerships are pivotal for the creation and maintenance of positive learning environments. Diagnostic measurement tools can provide specific information about weaknesses across these areas. This knowledge can guide future initiatives. © 2011 The Authors. International Nursing Review © 2011 International Council of Nurses.

  3. Socio-Emotional Connections: Identity, Belonging and Learning in Online Interactions--A Literature Review

    ERIC Educational Resources Information Center

    Delahunty, Janine; Verenikina, Irina; Jones, Pauline

    2014-01-01

    This review focuses on three interconnected socio-emotional aspects of online learning: interaction, sense of community and identity formation. In the intangible social space of the virtual classroom, students come together to learn through dialogic, often asynchronous, exchanges. This creates distinctive learning environments where learning…

  4. 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…

  5. Assessing culturally sensitive factors in the learning environment of science classrooms

    NASA Astrophysics Data System (ADS)

    Fisher, Darrell L.; Waldrip, Bruce G.

    1997-03-01

    As schools are becoming increasingly diverse in their scope and clientele, any examination of the interaction of culturally sensitive factors of students' learning environments with learning science assumes critical importance. The purpose of this exploratory study was to develop an instrument to assess learning environment factors that are culturally sensitive, to provide initial validation information on the instrument and to examine associations between students' perceptions of their learning environments and their attitudes towards science and achievement of enquiry skills. A measure of these factors of science student's learning environment, namely the Cultural Learning Environment Questionnaire (CLEQ), was developed from past learning environment instruments and influenced by Hofstede's four dimensions of culture (Power Distance, Uncertainty Avoidance, Individualism, and Masculinity/Femininity). The reliability and discriminant validity for each scale were obtained and associations between learning environment, attitude to science and enquiry skills achievement were found.

  6. The Effect of Social Interaction on Learning Engagement in a Social Networking Environment

    ERIC Educational Resources Information Center

    Lu, Jie; Churchill, Daniel

    2014-01-01

    This study investigated the impact of social interactions among a class of undergraduate students on their learning engagement in a social networking environment. Thirteen undergraduate students enrolled in a course in a university in Hong Kong used an Elgg-based social networking platform throughout a semester to develop their digital portfolios…

  7. Effects of Dispositional Ability Conceptions, Manipulated Learning Environments, and Intrinsic Motivation on Persistence and Performance: An Interaction Approach

    ERIC Educational Resources Information Center

    Li, Weidong; Lee, Amelia M.; Solmon, Melinda

    2008-01-01

    The present study used an interaction approach to investigate how individuals' dispositions about ability as incremental or fixed (entity), manipulated learning environments, and intrinsic motivation affect persistence and performance on a challenging, novel motor skill. Seventy-two female college students who were assigned to either an…

  8. Using a Humanoid Robot to Develop a Dialogue-Based Interactive Learning Environment for Elementary Foreign Language Classrooms

    ERIC Educational Resources Information Center

    Chang, Chih-Wei; Chen, Gwo-Dong

    2010-01-01

    Elementary school is the critical stage during which the development of listening comprehension and oral abilities in language acquisition occur, especially with a foreign language. However, the current foreign language instructors often adopt one-way teaching, and the learning environment lacks any interactive instructional media with which to…

  9. An Evaluation-Driven Design Approach to Develop Learning Environments Based on Full-Body Interaction

    ERIC Educational Resources Information Center

    Malinverni, Laura; Schaper, Marie-Monique; Pares, Narcís

    2016-01-01

    The development of learning environments based on full-body interaction has become an increasingly important field of research in recent years. However, the design and evaluation strategies currently used present some significant limitations. Two major shortcomings are: the inadequate involvement of children in the design process and a lack of…

  10. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches.

    PubMed

    Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B

    2014-01-01

    For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation.

  11. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches

    PubMed Central

    Connors, Erin C.; Chrastil, Elizabeth R.; Sánchez, Jaime; Merabet, Lotfi B.

    2014-01-01

    For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation. PMID:24822044

  12. Clinical learning environments: place, artefacts and rhythm.

    PubMed

    Sheehan, Dale; Jowsey, Tanisha; Parwaiz, Mariam; Birch, Mark; Seaton, Philippa; Shaw, Susan; Duggan, Alison; Wilkinson, Tim

    2017-10-01

    Health care practitioners learn through experience in clinical environments in which supervision is a key component, but how that learning occurs outside the supervision relationship remains largely unknown. This study explores the environmental factors that inform and support workplace learning within a clinical environment. An observational study drawing on ethnographic methods was undertaken in a general medicine ward. Observers paid attention to interactions among staff members that involved potential teaching and learning moments that occurred and were visible in the course of routine work. General purpose thematic analysis of field notes was undertaken. A total of 376 observations were undertaken and documented. The findings suggest that place (location of interaction), rhythm (regularity of activities occurring in the ward) and artefacts (objects and equipment) were strong influences on the interactions and exchanges that occurred. Each of these themes had inherent tensions that could promote or inhibit engagement and therefore learning opportunities. Although many learning opportunities were available, not all were taken up or recognised by the participants. We describe and make explicit how the natural environment of a medical ward and flow of work through patient care contribute to the learning architecture, and how this creates or inhibits opportunities for learning. Awareness of learning opportunities was often tacit and not explicit for either supervisor or learner. We identify strategies through which tensions inherent within space, artefacts and the rhythms of work can be resolved and learning opportunities maximised. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  13. 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.…

  14. 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…

  15. 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…

  16. Interactive Video, Tablets and Self-Paced Learning in the Classroom: Preservice Teachers Perceptions

    ERIC Educational Resources Information Center

    Papadopoulou, Anthia; Palaigeorgiou, George

    2016-01-01

    In recent years, a lot of focus has been given to the study of interactive video. However, interactive video has not been examined as a tool for self-directed learning in the classroom and has not been exploited together with tablets. This study tries to assess the value of an e-learning environment which is based primarily on interactive learning…

  17. A Measurement Model of Gestures in an Embodied Learning Environment: Accounting for Temporal Dependencies

    ERIC Educational Resources Information Center

    Andrade, Alejandro; Danish, Joshua A.; Maltese, Adam V.

    2017-01-01

    Interactive learning environments with body-centric technologies lie at the intersection of the design of embodied learning activities and multimodal learning analytics. Sensing technologies can generate large amounts of fine-grained data automatically captured from student movements. Researchers can use these fine-grained data to create a…

  18. Can a Hypermedia Cooperative e-Learning Environment Stimulate Constructive Collaboration?

    ERIC Educational Resources Information Center

    Pragnell, Mary Victoria; Roselli, Teresa; Rossano, Veronica

    2006-01-01

    The growing use of the Internet in learning environments has led to new models being created addressing specific learning domains, as well as more general educational goals. In particular, in recent years considerable attention has been paid to collaborative learning supported by technology, because this mode can enhance peer interaction and group…

  19. Creating a Learning Environment for Pre-Service Teachers.

    ERIC Educational Resources Information Center

    Diggs, Laura L.

    This paper presents statistics from ongoing research on a unique learning environment developed at the University of Missouri-Columbia College of Education (MU-CoE). MU-CoE has developed a new approach to space devoted to learning, not teaching. This new concept of progressive learning and performance support integrates interactive networked…

  20. 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…

  1. Embracing Technology: Learning a Foreign Language in Multimedia Environments.

    ERIC Educational Resources Information Center

    Shen, Hui Zhong

    2003-01-01

    Examines the experience of two young children learning Modern Standard Chinese (MSC) through playing in an unstructured home situation. Reports findings of their interaction with the software "The Language market." he research is the first phase of a longitudinal study of two young children learning MSC in a multimedia learning environment.…

  2. A FAQ-Based e-Learning Environment to Support Japanese Language Learning

    ERIC Educational Resources Information Center

    Liu, Yuqin; Yin, Chengjiu; Ogata, Hiroaki; Qiao, Guojun; Yano, Yoneo

    2011-01-01

    In traditional classes, having many questions from learners is important because these questions indicate difficult points for learners and for teachers. This paper proposes a FAQ-based e-Learning environment to support Japanese language learning that focuses on learner questions. This knowledge sharing system enables learners to interact and…

  3. 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…

  4. Designing for Interaction, Thinking and Academic Achievement in a Tanzanian Undergraduate Chemistry Course

    ERIC Educational Resources Information Center

    Msonde, Sydney Enock; Van Aalst, Jan

    2017-01-01

    Virtual learning environments are used in higher education around the world to promote student learning. However, in many countries it has not yielded the expected effect on student interaction and learning. The purpose of this study was to investigate whether the use of certain pedagogical approaches would promote student interaction,…

  5. Learning in neural networks based on a generalized fluctuation theorem

    NASA Astrophysics Data System (ADS)

    Hayakawa, Takashi; Aoyagi, Toshio

    2015-11-01

    Information maximization has been investigated as a possible mechanism of learning governing the self-organization that occurs within the neural systems of animals. Within the general context of models of neural systems bidirectionally interacting with environments, however, the role of information maximization remains to be elucidated. For bidirectionally interacting physical systems, universal laws describing the fluctuation they exhibit and the information they possess have recently been discovered. These laws are termed fluctuation theorems. In the present study, we formulate a theory of learning in neural networks bidirectionally interacting with environments based on the principle of information maximization. Our formulation begins with the introduction of a generalized fluctuation theorem, employing an interpretation appropriate for the present application, which differs from the original thermodynamic interpretation. We analytically and numerically demonstrate that the learning mechanism presented in our theory allows neural networks to efficiently explore their environments and optimally encode information about them.

  6. Construction and validation of a distance learning module on premedication antisepsis for nursing professionals.

    PubMed

    Pereira, Barbara Juliana da Costa; Mendes, Isabel Amélia Costa; Beatriz Maria, Jorge; Mazzo, Alessandra

    2013-11-01

    The aim of this descriptive study, carried out at a public university, was to design, develop, and validate a distance learning module on intramuscular premedication antisepsis. The content was introduced in the Modular Object-Oriented Dynamic Learning Environment, based on the Systematic Model for Web-Based Training projects. Ten nurses and information technologists at work consented to participate, in compliance with ethical guidelines, and answered a questionnaire to validate the Virtual Learning Environment. The educational aspects of the environment interface were mostly evaluated as "excellent," whereas the assessment of didactic resources indicated interactivity difficulties. It is concluded that distance learning is an important tool for the teaching of premedication antisepsis. To ensure its effectiveness, appropriate methods and interactive devices must be used.

  7. Impact of technology-infused interactive learning environments on college professors' instructional decisions and practices

    NASA Astrophysics Data System (ADS)

    Kuda Malwathumullage, Chamathca Priyanwada

    Recent advancements in instructional technology and interactive learning space designs have transformed how undergraduate classrooms are envisioned and conducted today. Large number of research studies have documented the impact of instructional technology and interactive learning spaces on elevated student learning gains, positive attitudes, and increased student engagement in undergraduate classrooms across nation. These research findings combined with the movement towards student-centered instructional strategies have motivated college professors to explore the unfamiliar territories of instructional technology and interactive learning spaces. Only a limited number of research studies that explored college professors' perspective on instructional technology and interactive learning space use in undergraduate classrooms exist in the education research literature. Since college professors are an essential factor in undergraduate students' academic success, investigating how college professors perceive and utilize instructional technology and interactive learning environments can provide insights into designing effective professional development programs for college professors across undergraduate institutions. Therefore, the purpose of this study was to investigate college professors' pedagogical reasoning behind incorporating different types of instructional technologies and teaching strategies to foster student learning in technology-infused interactive learning environments. Furthermore, this study explored the extent to which college professors' instructional decisions and practices are affected by teaching in an interactive learning space along with their overall perception of instructional technology and interactive learning spaces. Four college professors from a large public Midwestern university who taught undergraduate science courses in a classroom based on the 'SCALE-UP model' participated in this study. Major data sources included classroom observations, interviews and questionnaires. An enumerative approach and the constant comparative method were utilized to analyze the data. According to the results obtained, all the participating college professors of this study employed a variety of instructional technologies and learning space features to actively engage their students in classroom activities. Participants were largely influenced by the instructional technology and the learning space features at lesson planning and execution stages whereas this influence was less notable at the student assessment stage. Overall, college professors perceive technology-infused interactive learning environments to be advantageous in terms of enabling flexibility and creativity along with easy facilitation of classroom activities. However, they felt challenged when designing effective classroom activities and preferred continuous professional development support. Overall, college professors' pedagogical decision making process, their perceived benefits and challenges seemed to be interrelated and centered on the learners and the learning process. Primary implication of this study is to implement effective professional development programs for college professors which enable them to familiarize themselves with student-centered pedagogy and effective classroom activity design along with the novel trends in learning space design and instructional technologies. Furthermore, higher education institutions need to devise incentives and recognition measures to appreciate college professors' contributions to advance scholarship of teaching and learning.

  8. Inclusion: Something More Than Sitting Together

    ERIC Educational Resources Information Center

    Bulbul, Mustafa Sahin

    2011-01-01

    Awareness about students with learning difficulty brought us to inclusive learning environments. The acceptance was to build collaborative atmospheres in the class. Unfortunately, when teachers are not enthusiastic and adequate to develop the interaction, the inclusive learning environment never occurs. This conclusion bases on this studies…

  9. Helping Students Develop Statistical Reasoning: Implementing a Statistical Reasoning Learning Environment

    ERIC Educational Resources Information Center

    Garfield, Joan; Ben-Zvi, Dani

    2009-01-01

    This article describes a model for an interactive, introductory secondary- or tertiary-level statistics course that is designed to develop students' statistical reasoning. This model is called a "Statistical Reasoning Learning Environment" and is built on the constructivist theory of learning.

  10. Unraveling Students' Interaction around a Tangible Interface Using Multimodal Learning Analytics

    ERIC Educational Resources Information Center

    Schneider, Bertrand; Blikstein, Paulo

    2015-01-01

    In this paper, we describe multimodal learning analytics (MMLA) techniques to analyze data collected around an interactive learning environment. In a previous study (Schneider & Blikstein, submitted), we designed and evaluated a Tangible User Interface (TUI) where dyads of students were asked to learn about the human hearing system by…

  11. Experiential Learning as a Constraint-Led Process: An Ecological Dynamics Perspective

    ERIC Educational Resources Information Center

    Brymer, Eric; Davids, Keith

    2014-01-01

    In this paper we present key ideas for an ecological dynamics approach to learning that reveal the importance of learner-environment interactions to frame outdoor experiential learning. We propose that ecological dynamics provides a useful framework for understanding the interacting constraints of the learning process and for designing learning…

  12. Interactive and Situated Learning in Education for Sustainability

    ERIC Educational Resources Information Center

    Altomonte, Sergio; Logan, Brian; Feisst, Markus; Rutherford, Peter; Wilson, Robin

    2016-01-01

    Purpose: This study aims to explore the opportunities offered by interactive and situated learning (e-learning and m-learning) in support of education for sustainability in disciplines of the built environment. Design/Methodology/Approach: The paper illustrates the development of an online portal and a mobile app aimed at promoting students'…

  13. Identifying Learning Behaviors by Contextualizing Differential Sequence Mining with Action Features and Performance Evolution

    ERIC Educational Resources Information Center

    Kinnebrew, John S.; Biswas, Gautam

    2012-01-01

    Our learning-by-teaching environment, Betty's Brain, captures a wealth of data on students' learning interactions as they teach a virtual agent. This paper extends an exploratory data mining methodology for assessing and comparing students' learning behaviors from these interaction traces. The core algorithm employs sequence mining techniques to…

  14. Culture, Learning Styles, and Web 2.0

    ERIC Educational Resources Information Center

    Olaniran, Bolanle A.

    2009-01-01

    This article explores Web 2.0 in interactive learning environments. Specifically, the article examines Web 2.0 as an interactive learning platform that holds potential, but is also limited by learning styles and cultural value preferences. The article explores the issue of control from both teacher and learner perspectives, and in particular the…

  15. Causal learning is collaborative: Examining explanation and exploration in social contexts.

    PubMed

    Legare, Cristine H; Sobel, David M; Callanan, Maureen

    2017-10-01

    Causal learning in childhood is a dynamic and collaborative process of explanation and exploration within complex physical and social environments. Understanding how children learn causal knowledge requires examining how they update beliefs about the world given novel information and studying the processes by which children learn in collaboration with caregivers, educators, and peers. The objective of this article is to review evidence for how children learn causal knowledge by explaining and exploring in collaboration with others. We review three examples of causal learning in social contexts, which elucidate how interaction with others influences causal learning. First, we consider children's explanation-seeking behaviors in the form of "why" questions. Second, we examine parents' elaboration of meaning about causal relations. Finally, we consider parents' interactive styles with children during free play, which constrains how children explore. We propose that the best way to understand children's causal learning in social context is to combine results from laboratory and natural interactive informal learning environments.

  16. Designing and Evaluating Tutoring Feedback Strategies for Digital Learning Environments on the Basis of the Interactive Tutoring Feedback Model

    ERIC Educational Resources Information Center

    Narciss, Susanne

    2013-01-01

    This paper describes the interactive tutoring feedback model (ITF-model; Narciss, 2006; 2008), and how it can be applied to the design and evaluation of feedback strategies for digital learning environments. The ITF-model conceptualizes formative tutoring feedback as a multidimensional instructional activity that aims at contributing to the…

  17. Increasing Interactivity in the Online Learning Environment: Using Digital Tools to Support Students in Socially Constructed Meaning-Making

    ERIC Educational Resources Information Center

    Moreillon, Judi

    2015-01-01

    As more and more library and LIS education migrates to the online environment, college and university faculty are called upon to expand their pedagogy. Interactivity has been cited as one factor in attracting and retaining students in online courses and programs. LIS educators can reach outside the online learning management system (LMS) to…

  18. 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…

  19. 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…

  20. The Effect of a Multimedia Learning Environment on the Knowledge, Attitude, Confidence, and Skill of Dental Hygiene Students

    ERIC Educational Resources Information Center

    Stegeman, Cynthia A.

    2011-01-01

    The purpose of this study was to compare the effects of a student-centered, interactive, case-based, multimedia learning environment to a traditional tutorial-based, multimedia learning environment on second-year dental hygiene students (n = 29). Surveys were administered at four points to measure attainment and retention of knowledge, attitude,…

  1. Role of Social Presence and Cognitive Absorption in Online Learning Environments

    ERIC Educational Resources Information Center

    Leong, Peter

    2011-01-01

    This article investigates the relationships between social presence, cognitive absorption, interest, and student satisfaction in online learning. A hypothesized structural equation model was developed to study these critical variables that may influence interaction in online learning environments. Contrary to expectations, the study determined…

  2. Meaningful Engagement in Facebook Learning Environments: Merging Social and Academic Lives

    ERIC Educational Resources Information Center

    Wang, Jenny; Lin, Chun-Fu C.; Yu, Wei-Chieh W.; Wu, Emily

    2013-01-01

    This study compared the effectiveness of different learning environments between interactive Facebook instructional method and non-Facebook instructional method for undergraduate students. Two outcome dimensions were measured: student grades and learning engagement. A pre-test-posttest control group experimental design was used. The experimental…

  3. 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…

  4. Activity-Based Introductory Physics Reform *

    NASA Astrophysics Data System (ADS)

    Thornton, Ronald

    2004-05-01

    Physics education research has shown that learning environments that engage students and allow them to take an active part in their learning can lead to large conceptual gains compared to those of good traditional instruction. Examples of successful curricula and methods include Peer Instruction, Just in Time Teaching, RealTime Physics, Workshop Physics, Scale-Up, and Interactive Lecture Demonstrations (ILDs). RealTime Physics promotes interaction among students in a laboratory setting and makes use of powerful real-time data logging tools to teach concepts as well as quantitative relationships. An active learning environment is often difficult to achieve in large lecture sessions and Workshop Physics and Scale-Up largely eliminate lectures in favor of collaborative student activities. Peer Instruction, Just in Time Teaching, and Interactive Lecture Demonstrations (ILDs) make lectures more interactive in complementary ways. This presentation will introduce these reforms and use Interactive Lecture Demonstrations (ILDs) with the audience to illustrate the types of curricula and tools used in the curricula above. ILDs make use real experiments, real-time data logging tools and student interaction to create an active learning environment in large lecture classes. A short video of students involved in interactive lecture demonstrations will be shown. The results of research studies at various institutions to measure the effectiveness of these methods will be presented.

  5. The World as Functional Learning Environment: An Intercultural Learning Network. Interactive Technology Laboratory Report #7.

    ERIC Educational Resources Information Center

    Cohen, Moshe; And Others

    Electronic networks provide new opportunities to create functional learning environments which allow students in many different locations to carry out joint educational activities. A set of participant observation studies was conducted in the context of a cross-cultural, cross-language network called the Intercultural Learning Network in order to…

  6. Analyzing the Quality of Students Interaction in a Distance Learning Object-Oriented Programming Discipline

    ERIC Educational Resources Information Center

    Carvalho, Elizabeth Simão

    2015-01-01

    Teaching object-oriented programming to students in an in-classroom environment demands well-thought didactic and pedagogical strategies in order to guarantee a good level of apprenticeship. To teach it on a completely distance learning environment (e-learning) imposes possibly other strategies, besides those that the e-learning model of Open…

  7. The Social Semantic Web in Intelligent Learning Environments: State of the Art and Future Challenges

    ERIC Educational Resources Information Center

    Jovanovic, Jelena; Gasevic, Dragan; Torniai, Carlo; Bateman, Scott; Hatala, Marek

    2009-01-01

    Today's technology-enhanced learning practices cater to students and teachers who use many different learning tools and environments and are used to a paradigm of interaction derived from open, ubiquitous, and socially oriented services. In this context, a crucial issue for education systems in general, and for Intelligent Learning Environments…

  8. Effect of Motivational Scaffolding on E-Learning Environments: Self-Efficacy, Learning Achievement, and Cognitive Style

    ERIC Educational Resources Information Center

    Valencia-Vallejo, Nilson; López-Vargas, Omar; Sanabria-Rodríguez, Luis

    2018-01-01

    The present research studies the effects of motivational scaffolding that favor self-efficacy and improve learning achievement in students with different cognitive styles in the Field Dependence/Independence (FDI) dimension, when they interact in an e-learning environment on mathematics. The research has an experimental design with two groups and…

  9. Managing Online Presence in the E-Learning Environment: Technological Support for Academic Staff

    ERIC Educational Resources Information Center

    Islam, Nurul; Beer, Martin; Slack, Frances

    2015-01-01

    Over the last two decades the use of E-learning technology increased to such an extent that the role of the traditional academic has been forced to change. Focusing on academics' views, this study examines their interactions in the E-learning environment and whether online learning applications have increased academic workload (Eynon, 2005;…

  10. Interactive eLearning - a safe place to practice.

    PubMed

    Einarson, Elisabeth; Moen, Anne; Kolberg, Ragnhild; Flingtorp, Gry; Linnerud, Eva

    2009-01-01

    Interactive web-based learning environment offers refreshing opportunities to create innovative solutions to explore and exploit informatics support on-the-job training. We report from a study where a hospital is created a interactive eLearning resource. The modules are creating a safe place to practice - to be used for introduction to the work and preparation for certification or re-certification of competencies.

  11. Using Videoconferencing to Establish and Maintain a Social Presence in Online Learning Environments

    ERIC Educational Resources Information Center

    Moody, Robert A.; Wieland, Regi L.

    2010-01-01

    Successful operation of videoconferencing technology for interactive learning demands preparation and scheduling. Well-organized strategies for interaction assist faculty in meeting individual student needs and developing the "social presence" necessary to facilitate quality online learning. Organizations can be proactive by offering…

  12. Coupled replicator equations for the dynamics of learning in multiagent systems

    NASA Astrophysics Data System (ADS)

    Sato, Yuzuru; Crutchfield, James P.

    2003-01-01

    Starting with a group of reinforcement-learning agents we derive coupled replicator equations that describe the dynamics of collective learning in multiagent systems. We show that, although agents model their environment in a self-interested way without sharing knowledge, a game dynamics emerges naturally through environment-mediated interactions. An application to rock-scissors-paper game interactions shows that the collective learning dynamics exhibits a diversity of competitive and cooperative behaviors. These include quasiperiodicity, stable limit cycles, intermittency, and deterministic chaos—behaviors that should be expected in heterogeneous multiagent systems described by the general replicator equations we derive.

  13. Supporting cognitive engagement in a learning-by-doing learning environment: Case studies of participant engagement and social configurations in Kitchen Science Investigators

    NASA Astrophysics Data System (ADS)

    Gardner, Christina M.

    Learning-by-doing learning environments support a wealth of physical engagement in activities. However, there is also a lot of variability in what participants learn in each enactment of these types of environments. Therefore, it is not always clear how participants are learning in these environments. In order to design technologies to support learning in these environments, we must have a greater understanding of how participants engage in learning activities, their goals for their engagement, and the types of help they need to cognitively engage in learning activities. To gain a greater understanding of participant engagement and factors and circumstances that promote and inhibit engagement, this dissertation explores and answers several questions: What are the types of interactions and experiences that promote and /or inhibit learning and engagement in learning-by-doing learning environments? What are the types of configurations that afford or inhibit these interactions and experiences in learning-by-doing learning environments? I explore answers to these questions through the context of two enactments of Kitchen Science Investigators (KSI), a learning-by-doing learning environment where middle-school aged children learn science through cooking from customizing recipes to their own taste and texture preferences. In small groups, they investigate effects of ingredients through the design of cooking and science experiments, through which they experience and learn about chemical, biological, and physical science phenomena and concepts (Clegg, Gardner, Williams, & Kolodner, 2006). The research reported in this dissertation sheds light on the different ways participant engagement promotes and/or inhibits cognitive engagement in by learning-by-doing learning environments through two case studies. It also provides detailed descriptions of the circumstances (social, material, and physical configurations) that promote and/or inhibit participant engagement in these learning environments through cross-case analyses of these cases. Finally, it offers suggestions about structuring activities, selecting materials and resources, and designing facilitation and software-realized scaffolding in the design of these types of learning environments. These design implications focus on affording participant engagement in science content and practices learning. Overall, the case studies, cross-case analyses, and empirically-based design implications begin to bridge the gap between theory and practice in the design and implementation of these learning environments. This is demonstrated by providing detailed and explanatory examples and factors that affect how participants take up the affordances of the learning opportunities designed into these learning environments.

  14. Interactional Coherence in Asynchronous Learning Networks: A Rhetorical Approach

    ERIC Educational Resources Information Center

    Potter, Andrew

    2008-01-01

    Numerous studies have affirmed the value of asynchronous online communication as a learning resource. Several investigations, however, have indicated that discussions in asynchronous environments are often neither interactive nor coherent. The research reported sought to develop an enhanced understanding of interactional coherence, argumentation,…

  15. Dynamically analyzing cell interactions in biological environments using multiagent social learning framework.

    PubMed

    Zhang, Chengwei; Li, Xiaohong; Li, Shuxin; Feng, Zhiyong

    2017-09-20

    Biological environment is uncertain and its dynamic is similar to the multiagent environment, thus the research results of the multiagent system area can provide valuable insights to the understanding of biology and are of great significance for the study of biology. Learning in a multiagent environment is highly dynamic since the environment is not stationary anymore and each agent's behavior changes adaptively in response to other coexisting learners, and vice versa. The dynamics becomes more unpredictable when we move from fixed-agent interaction environments to multiagent social learning framework. Analytical understanding of the underlying dynamics is important and challenging. In this work, we present a social learning framework with homogeneous learners (e.g., Policy Hill Climbing (PHC) learners), and model the behavior of players in the social learning framework as a hybrid dynamical system. By analyzing the dynamical system, we obtain some conditions about convergence or non-convergence. We experimentally verify the predictive power of our model using a number of representative games. Experimental results confirm the theoretical analysis. Under multiagent social learning framework, we modeled the behavior of agent in biologic environment, and theoretically analyzed the dynamics of the model. We present some sufficient conditions about convergence or non-convergence and prove them theoretically. It can be used to predict the convergence of the system.

  16. Shopping for Knowledge: An Alternative Environment for Learning.

    ERIC Educational Resources Information Center

    Joseph, Gillian

    1996-01-01

    Shopping malls are environments in which many adults find community. They are potentially ideal for adult learning, especially via the Internet, because they can offer pacing, flexible hours, and self-direction and interaction. (SK)

  17. Analytic Frameworks for Assessing Dialogic Argumentation in Online Learning Environments

    ERIC Educational Resources Information Center

    Clark, Douglas B; Sampson, Victor; Weinberger, Armin; Erkens, Gijsbert

    2007-01-01

    Over the last decade, researchers have developed sophisticated online learning environments to support students engaging in dialogic argumentation. This review examines five categories of analytic frameworks for measuring participant interactions within these environments focusing on (1) formal argumentation structure, (2) conceptual quality, (3)…

  18. Foster interaction by the integration of ICT with sociocultural and constructivist learning principles

    NASA Astrophysics Data System (ADS)

    Nguyen, Nhung; Williams, P. John

    2018-01-01

    Research shows that it is challenging to introduce an interactive way of teaching and learning into Asian classrooms where Confucian philosophy has considerable influence. This study was conducted within the context of an ASEAN undergraduate physics course. A goal of the study was to use information communication technology (ICT) to integrate sociocultural and constructivist learning principles to foster interaction within the learning environment. Ninety-three students, a lecturer and a teaching assistant participated in the study. The study employed a mixed method approach, using a questionnaire and interviews with students, the lecturer and the teaching assistant to collect the data, to triangulate, complement and explain the findings. Data was also collected from different groups of people in order to investigate, compare and synthesize perspectives from each group (i.e. students, lecturer, and teaching assistant). SPSS was used to analyze quantitative data from the questionnaire, and NVivo was used to analyze qualitative data from the interviews. The findings of this study obtained from the different sources showed that the interactions within the learning environment were enhanced using this framework. Interviews with the lecturer and the teaching assistant showed that interaction was fostered, and the integration of ICT with the learning principles provided opportunities for new ways of teaching and learning. The lecturer designed learning tasks that required the participant students to search and study different learning resources, and then design group presentation on the topic of optics to explain these topics to their classmates. The lecturer also provided support and motivation for this process. In this way, the lecturer believed that he had created opportunities for the students to interact with learning resources, work in groups, discuss physics content and working processes. Data analysis of the students' interviews revealed this undergraduate ASEAN physics course was more interactive than other courses that the participant students was studying. Interaction in this learning environment occurred between students-students, students-learning materials and students-lecturer. Examples of these interactions were found in class discussion, exchange of ideas and solutions for assignments, and explaining concepts to their peers. The students involved in the study worked in groups outside of class to discuss and carry out their learning tasks. In collaboration with each other, they shared the workload among the group members in order to complete their learning tasks. Students' feedback to the questionnaire (reliability 0.7), confirmed the interview findings. T-test result of the questionnaire showed that in this course, the participant students interacted with learning resources, their classmates and their lecturer more frequently than they had in other courses.

  19. Mining Interactions in Immersive Learning Environments for Real-Time Student Feedback

    ERIC Educational Resources Information Center

    Kennedy, Gregor; Ioannou, Ioanna; Zhou, Yun; Bailey, James; O'Leary, Stephen

    2013-01-01

    The analysis and use of data generated by students' interactions with learning systems or programs--learning analytics--has recently gained widespread attention in the educational technology community. Part of the reason for this interest is based on the potential of learning analytic techniques such as data mining to find hidden patterns in…

  20. Synchronous Collaboration Competencies in Web-Conferencing Environments--Their Impact on the Learning Process

    ERIC Educational Resources Information Center

    Bower, Matt

    2011-01-01

    Based on a three-semester design-based research study examining learning and teaching in a web-conferencing environment, this article identifies types of synchronous collaboration competencies and reveals their influence on learning processes. Four levels of online collaborative competencies were observed--operational, interactional, managerial,…

  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. Using Activity Theory to Understand Learning Design Requirements of Patient Self-Management Environments

    ERIC Educational Resources Information Center

    Schaffer, Scott P.; Reyes, Lisette; Kim, Hannah; Collins, Bart

    2010-01-01

    Learning designs aimed at supporting transformational change could significantly benefit from the adoption of socio-historical and socio-cultural analysis approaches. Such systemic perspectives are gaining more importance in education as they facilitate understanding of complex interactions between learning environments and human activity. The…

  3. The Complex Experience of Learning to Do Research

    ERIC Educational Resources Information Center

    Emo, Kenneth; Emo, Wendy; Kimn, Jung-Han; Gent, Stephen

    2015-01-01

    This article examines how student learning is a product of the experiential interaction between person and environment. We draw from the theoretical perspective of complexity to shed light on the emergent, adaptive, and unpredictable nature of students' learning experiences. To understand the relationship between the environment and the student…

  4. 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…

  5. The Haptic Paradigm in Education: Challenges and Case Studies

    ERIC Educational Resources Information Center

    Hamza-Lup, Felix G.; Stanescu, Ioana A.

    2010-01-01

    The process of learning involves interaction with the learning environment through our five senses (sight, hearing, touch, smell, and taste). Until recently, distance education focused only on the first two of those senses, sight and sound. Internet-based learning environments are predominantly visual with auditory components. With the advent of…

  6. The GenTechnique Project: Developing an Open Environment for Learning Molecular Genetics.

    ERIC Educational Resources Information Center

    Calza, R. E.; Meade, J. T.

    1998-01-01

    The GenTechnique project at Washington State University uses a networked learning environment for molecular genetics learning. The project is developing courseware featuring animation, hyper-link controls, and interactive self-assessment exercises focusing on fundamental concepts. The first pilot course featured a Web-based module on DNA…

  7. Constant Change: The Ever-Evolving Personal Learning Environment

    ERIC Educational Resources Information Center

    Torres Kompen, Ricardo; Monguet, Josep Ma.; Brigos, Miguel

    2015-01-01

    There are several definitions for the term "personal learning environment" (PLE); in this article, PLE refers to a group of web technologies, with various degrees of integration and interaction, that helps users and learners manage the flow of information that relates to the learning process, the creation of knowledge, and the…

  8. Modeling Student Learning Behavior Patterns in an Online Science Inquiry Environment

    ERIC Educational Resources Information Center

    Brenner, Daniel G.; Matlen, Bryan J.; Timms, Michael J.; Gochyyev, Perman; Grillo-Hill, Andrew; Luttgen, Kim; Varfolomeeva, Marina

    2017-01-01

    This study investigated how the frequency and level of assistance provided to students interacted with prior knowledge to affect learning in the "Voyage to Galapagos" ("VTG") science inquiry-learning environment. "VTG" provides students with the opportunity to do simulated science field work in Galapagos as they…

  9. A Comparative Study of Immigrant Children Starting Childcare

    ERIC Educational Resources Information Center

    Guo, Karen

    2017-01-01

    This comparative study investigated the experiences of starting childcare of three immigrant children in three different learning environments in New Zealand. The notion of learning environment was explored as a way of thinking about how different people, places, and approaches to learning have interacted to create a particular site for the…

  10. Person-Oriented Approaches to Profiling Learners in Technology-Rich Learning Environments for Ecological Learner Modeling

    ERIC Educational Resources Information Center

    Jang, Eunice Eunhee; Lajoie, Susanne P.; Wagner, Maryam; Xu, Zhenhua; Poitras, Eric; Naismith, Laura

    2017-01-01

    Technology-rich learning environments (TREs) provide opportunities for learners to engage in complex interactions involving a multitude of cognitive, metacognitive, and affective states. Understanding learners' distinct learning progressions in TREs demand inquiry approaches that employ well-conceived theoretical accounts of these multiple facets.…

  11. The Impact of Interactive Environment and Metacognitive Support on Academic Achievement and Transactional Distance in Online Learning

    ERIC Educational Resources Information Center

    Yilmaz, Ramazan; Keser, Hafize

    2017-01-01

    The aim of the present study is to reveal the impact of the interactive environment and metacognitive support (MS) in online learning on academic achievement and transactional distance (TD). The study is designed as 2 × 2 factorial design, and both qualitative and quantitative research techniques are used. The study was carried out on 127…

  12. Analysing Professional Discourse in Interactive Learning: Integrating Historical and Situational Perspectives

    ERIC Educational Resources Information Center

    Torras, Eulalia; Barbera, Elena

    2010-01-01

    Written environments in online learning enable professional discourse to be analysed in depth and provide greater knowledge for improving learning and for planning and delivering courses aimed at professional development. Until now, research into professional discourse has highlighted the importance of interaction in the development of…

  13. Distributed Emotions in the Design of Learning Technologies

    ERIC Educational Resources Information Center

    Kim, Beaumie; Kim, Mi Song

    2010-01-01

    Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves (e.g., our previous experiences). Each interaction provides different meanings to learners, and the associated emotion affects their learning and performance. With the premise that emotion and cognition are distributed, the authors…

  14. The Value of Interactive Assignments in the Online Learning Environment

    ERIC Educational Resources Information Center

    Florenthal, Bela

    2016-01-01

    The offerings of Web-based supplemental material for textbooks have been increasingly growing. When deciding to adopt a textbook, instructors examine the added value of the associated supplements, also called "e-learning tools," to enhance students' learning of course concepts. In this study, one such supplement, interactive assignments,…

  15. Cooperative Learning Principles Enhance Online Interaction

    ERIC Educational Resources Information Center

    Jacobs, George; Seow, Peter

    2014-01-01

    This paper describes eight principles that can be used to promote cooperative interactions among students working in online environments. The principles derive from a well-established approach to education, known variously as cooperative learning and collaborative learning. Each principle is explained as to what it means, why it is important and…

  16. 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…

  17. Looking Back--A Lesson Learned: From Videotape to Digital Media

    ERIC Educational Resources Information Center

    Lys, Franziska

    2010-01-01

    This paper chronicles the development of Drehort Neubrandenburg Online, an interactive, content-rich audiovisual language learning environment based on documentary film material shot on location in Neubrandenburg, Germany, in 1991 and 2002 and aimed at making language learning more interactive and more real. The paper starts with the description…

  18. Toward Interactive Mobile Synchronous Learning Environment with Context-Awareness Service

    ERIC Educational Resources Information Center

    Huang, Yueh-Min; Kuo, Yen-Hung; Lin, Yen-Ting; Cheng, Shu-Chen

    2008-01-01

    Mobile synchronous learning is a new challenge in the e-learning domain. While popular mobile communication devices, such as cell phones, cannot directly accommodate traditional synchronous content due to the major limitation of display size, other constraints also restrict convenient interactions while using mobile devices in a synchronous…

  19. Learning Is Moving in New Ways: The Ecological Dynamics of Mathematics Education

    ERIC Educational Resources Information Center

    Abrahamson, Dor; Sánchez-García, Raúl

    2016-01-01

    Whereas emerging technologies, such as touchscreen tablets, are bringing sensorimotor interaction back into mathematics learning activities, existing educational theory is not geared to inform or analyze passages from action to concept. We present case studies of tutor-student behaviors in an embodied-interaction learning environment, the…

  20. Considering the Activity in Interactivity: A Multimodal Perspective

    ERIC Educational Resources Information Center

    Schwartz, Ruth N.

    2010-01-01

    What factors contribute to effective multimedia learning? Increasingly, interactivity is considered a critical component that can foster learning in multimedia environments, including simulations and games. Although a number of recent studies investigate interactivity as a factor in the effective design of multimedia instruction, most examine only…

  1. Usability Evaluation of an Adaptive 3D Virtual Learning Environment

    ERIC Educational Resources Information Center

    Ewais, Ahmed; De Troyer, Olga

    2013-01-01

    Using 3D virtual environments for educational purposes is becoming attractive because of their rich presentation and interaction capabilities. Furthermore, dynamically adapting the 3D virtual environment to the personal preferences, prior knowledge, skills and competence, learning goals, and the personal or (social) context in which the learning…

  2. Investigation of learning environment for arithmetic word problems by problem posing as sentence integration in Indonesian language

    NASA Astrophysics Data System (ADS)

    Hasanah, N.; Hayashi, Y.; Hirashima, T.

    2017-02-01

    Arithmetic word problems remain one of the most difficult area of teaching mathematics. Learning by problem posing has been suggested as an effective way to improve students’ understanding. However, the practice in usual classroom is difficult due to extra time needed for assessment and giving feedback to students’ posed problems. To address this issue, we have developed a tablet PC software named Monsakun for learning by posing arithmetic word problems based on Triplet Structure Model. It uses the mechanism of sentence-integration, an efficient implementation of problem-posing that enables agent-assessment of posed problems. The learning environment has been used in actual Japanese elementary school classrooms and the effectiveness has been confirmed in previous researches. In this study, ten Indonesian elementary school students living in Japan participated in a learning session of problem posing using Monsakun in Indonesian language. We analyzed their learning activities and show that students were able to interact with the structure of simple word problem using this learning environment. The results of data analysis and questionnaire suggested that the use of Monsakun provides a way of creating an interactive and fun environment for learning by problem posing for Indonesian elementary school students.

  3. Humanoids Learning to Walk: A Natural CPG-Actor-Critic Architecture.

    PubMed

    Li, Cai; Lowe, Robert; Ziemke, Tom

    2013-01-01

    The identification of learning mechanisms for locomotion has been the subject of much research for some time but many challenges remain. Dynamic systems theory (DST) offers a novel approach to humanoid learning through environmental interaction. Reinforcement learning (RL) has offered a promising method to adaptively link the dynamic system to the environment it interacts with via a reward-based value system. In this paper, we propose a model that integrates the above perspectives and applies it to the case of a humanoid (NAO) robot learning to walk the ability of which emerges from its value-based interaction with the environment. In the model, a simplified central pattern generator (CPG) architecture inspired by neuroscientific research and DST is integrated with an actor-critic approach to RL (cpg-actor-critic). In the cpg-actor-critic architecture, least-square-temporal-difference based learning converges to the optimal solution quickly by using natural gradient learning and balancing exploration and exploitation. Futhermore, rather than using a traditional (designer-specified) reward it uses a dynamic value function as a stability indicator that adapts to the environment. The results obtained are analyzed using a novel DST-based embodied cognition approach. Learning to walk, from this perspective, is a process of integrating levels of sensorimotor activity and value.

  4. Humanoids Learning to Walk: A Natural CPG-Actor-Critic Architecture

    PubMed Central

    Li, Cai; Lowe, Robert; Ziemke, Tom

    2013-01-01

    The identification of learning mechanisms for locomotion has been the subject of much research for some time but many challenges remain. Dynamic systems theory (DST) offers a novel approach to humanoid learning through environmental interaction. Reinforcement learning (RL) has offered a promising method to adaptively link the dynamic system to the environment it interacts with via a reward-based value system. In this paper, we propose a model that integrates the above perspectives and applies it to the case of a humanoid (NAO) robot learning to walk the ability of which emerges from its value-based interaction with the environment. In the model, a simplified central pattern generator (CPG) architecture inspired by neuroscientific research and DST is integrated with an actor-critic approach to RL (cpg-actor-critic). In the cpg-actor-critic architecture, least-square-temporal-difference based learning converges to the optimal solution quickly by using natural gradient learning and balancing exploration and exploitation. Futhermore, rather than using a traditional (designer-specified) reward it uses a dynamic value function as a stability indicator that adapts to the environment. The results obtained are analyzed using a novel DST-based embodied cognition approach. Learning to walk, from this perspective, is a process of integrating levels of sensorimotor activity and value. PMID:23675345

  5. Adventure Learning: Theory and Implementation of Hybrid Learning

    NASA Astrophysics Data System (ADS)

    Doering, A.

    2008-12-01

    Adventure Learning (AL), a hybrid distance education approach, provides students and teachers with the opportunity to learn about authentic curricular content areas while interacting with adventurers, students, and content experts at various locations throughout the world within an online learning environment (Doering, 2006). An AL curriculum and online environment provides collaborative community spaces where traditional hierarchical classroom roles are blurred and learning is transformed. AL has most recently become popular in K-12 classrooms nationally and internationally with millions of students participating online. However, in the literature, the term "adventure learning" many times gets confused with phrases such as "virtual fieldtrip" and activities where someone "exploring" is posting photos and text. This type of "adventure learning" is not "Adventure Learning" (AL), but merely a slideshow of their activities. The learning environment may not have any curricular and/or social goals, and if it does, the environment design many times does not support these objectives. AL, on the other hand, is designed so that both teachers and students understand that their online and curriculum activities are in synch and supportive of the curricular goals. In AL environments, there are no disparate activities as the design considers the educational, social, and technological affordances (Kirschner, Strijbos, Kreijns, & Beers, 2004); in other words, the artifacts of the learning environment encourage and support the instructional goals, social interactions, collaborative efforts, and ultimately learning. AL is grounded in two major theoretical approaches to learning - experiential and inquiry-based learning. As Kolb (1984) noted, in experiential learning, a learner creates meaning from direct experiences and reflections. Such is the goal of AL within the classroom. Additionally, AL affords learners a real-time authentic online learning experience concurrently as they study the AL curriculum. AL is also grounded in an inquiry- based approach to learning where learners are pursuing answers to questions they have posed rather than focusing on memorizing and regurgitating isolated, irrelevant facts. Both the curriculum and the online classroom are developed to foster students' abilities to inquire via "identifying and posing questions, designing and conducting investigations, analyzing data and evidence, using models and explanations, and communicating findings" (Keys and Bryan, 2001, p 121). The union of experiential and inquiry-based learning is the foundation of AL, guiding and supporting authentic learning endeavors. Based on these theoretical foundations, the design of the adventure learning experiences follows seven interdependent principles that further operationalize AL: researched curriculum grounded in inquiry; collaboration and interaction opportunities between students, experts, peers, and content; utilization of the Internet for curriculum and learning environment delivery; enhancement of curriculum with media and text from the field delivered in a timely manner; synched learning opportunities with the AL curriculum; pedagogical guidelines of the curriculum and the online learning environment; and adventure-based education. (Doering, 2006).

  6. 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.

  7. 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.

  8. Linking Immersive Virtual Field Trips with an Adaptive Learning Platform

    NASA Astrophysics Data System (ADS)

    Bruce, G.; Taylor, W.; Anbar, A. D.; Semken, S. C.; Buxner, S.; Mead, C.; El-Moujaber, E.; Summons, R. E.; Oliver, C.

    2016-12-01

    The use of virtual environments in science education has been constrained by the difficulty of guiding a learner's actions within the those environments. In this work, we demonstrate how advances in education software technology allow educators to create interactive learning experiences that respond and adapt intelligently to learner input within the virtual environment. This innovative technology provides a far greater capacity for delivering authentic inquiry-driven educational experiences in unique settings from around the world. Our immersive virtual field trips (iVFT) bring students virtually to geologically significant but inaccessible environments, where they learn through authentic practices of scientific inquiry. In one recent example, students explore the fossil beds in Nilpena, South Australia to learn about the Ediacaran fauna. Students interactively engage in 360° recreations of the environment, uncover the nature of the historical ecosystem by identifying fossils with a dichotomous key, explore actual fossil beds in high resolution imagery, and reconstruct what an ecosystem might have looked like millions of years ago in an interactive simulation. With the new capacity to connect actions within the iVFT to an intelligent tutoring system, these learning experiences can be tracked, guided, and tailored individually to the immediate actions of the student. This new capacity also has great potential for learning designers to take a data-driven approach to lesson improvement and for education researchers to study learning in virtual environments. Thus, we expect iVFT will be fertile ground for novel research. Such iVFT are currently in use in several introductory classes offered online at Arizona State University in anthropology, introductory biology, and astrobiology, reaching thousands of students to date. Drawing from these experiences, we are designing a curriculum for historical geology that will be built around iVFT-based exploration of Earth history.

  9. 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,…

  10. Multimedia as an Interactive Platform in Learning Volcanoes in Social Sciences among Upper Primary Students--An Experiment

    ERIC Educational Resources Information Center

    Ravi, R.; Malathy, V. A.

    2010-01-01

    Instructional technology is a growing field which uses technology as a means to solve teaching and learning challenges, both in the classroom and outside the classroom that is in distance learning environments. Multimedia is an interactive instructional technology used in the classroom for teaching learning process has a wide significance to the…

  11. Frequency and Pattern of Learner-Instructor Interaction in an Online English Language Learning Environment in Vietnam

    ERIC Educational Resources Information Center

    Pham, Thach; Thalathoti, Vijay; Dakich, Eva

    2014-01-01

    This study examines the frequency and pattern of interpersonal interactions between the learners and instructors of an online English language learning course offered at a Vietnamese university. The paper begins with a review of literature on interaction type, pattern and model of interaction followed by a brief description of the online…

  12. Comparison of 1:1 and 1:m CSCL Environment for Collaborative Concept Mapping

    ERIC Educational Resources Information Center

    Lin, C.-P.; Wong, L.-H.; Shao, Y.-J.

    2012-01-01

    This paper reports an investigation into the effects of collaborative concept mapping in a digital learning environment, in terms of students' overall learning gains, knowledge retention, quality of student artefacts (the collaboratively created concept maps), interactive patterns, and learning perceptions. Sixty-four 12-year-old students from two…

  13. Creating Learning Momentum through Overt Teaching Interactions during Real Acute Care Episodes

    ERIC Educational Resources Information Center

    Piquette, Dominique; Moulton, Carol-Anne; LeBlanc, Vicki R.

    2015-01-01

    Clinical supervisors fulfill a dual responsibility towards patient care and learning during clinical activities. Assuming such roles in today's clinical environments may be challenging. Acute care environments present unique learning opportunities for medical trainees, as well as specific challenges. The goal of this paper was to better understand…

  14. The Webinar Integration Tool: A Framework for Promoting Active Learning in Blended Environments

    ERIC Educational Resources Information Center

    Lieser, Ping; Taf, Steven D.; Murphy-Hagan, Anne

    2018-01-01

    This paper describes a three-stage process of developing a webinar integration tool to enhance the interaction of teaching and learning in blended environments. In the context of medical education, we emphasize three factors of effective webinar integration in blended learning: fostering better solutions for faculty and students to interact…

  15. Development of Social Mediation and Emotional Regulation in Virtual Learning Environment Research

    ERIC Educational Resources Information Center

    Lehtonen, Miika; Page, Tom; Miloseva, Lence; Thorsteinsson, Gisli

    2008-01-01

    This paper puts forward a series of theoretical underpinnings and design considerations for embodying emotional and aesthetic aspects of virtual (reality) and learning environment (VLEs) in support of ubiquitous teaching, studying and learning. The authors assert that a VLE should be considered as an interactive and sensation-producing affordances…

  16. A Constructivist Approach in a Blended E-Learning Environment for Statistics

    ERIC Educational Resources Information Center

    Poelmans, Stephan; Wessa, Patrick

    2015-01-01

    In this study, we report on the students' evaluation of a self-constructed constructivist e-learning environment for statistics, the compendium platform (CP). The system was built to endorse deeper learning with the incorporation of statistical reproducibility and peer review practices. The deployment of the CP, with interactive workshops and…

  17. Development and Deployment of a Library of Industrially Focused Advanced Immersive VR Learning Environments

    ERIC Educational Resources Information Center

    Cameron, Ian; Crosthwaite, Caroline; Norton, Christine; Balliu, Nicoleta; Tadé, Moses; Hoadley, Andrew; Shallcross, David; Barton, Geoff

    2008-01-01

    This work presents a unique education resource for both process engineering students and the industry workforce. The learning environment is based around spherical imagery of real operating plants coupled with interactive embedded activities and content. This Virtual Reality (VR) learning tool has been developed by applying aspects of relevant…

  18. An Investigation of the Potential of Interactive Simulations for Developing System Thinking Skills in Elementary School: A Case Study with Fifth-Graders and Sixth-Graders

    ERIC Educational Resources Information Center

    Evagorou, Maria; Korfiatis, Kostas; Nicolaou, Christiana; Constantinou, Costas

    2009-01-01

    The purpose of this study was to investigate the impact of a simulation-based learning environment on elementary school students' (11-12 years old) development of system thinking skills. The learning environment included interactive simulations using the Stagecast Creator software to simulate the ecosystem of a marsh. Simulations are an important…

  19. 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)

  20. The Metabolic Core of Environmental Education

    ERIC Educational Resources Information Center

    Affifi, Ramsey

    2017-01-01

    I consider the case of the "simplest" living beings--bacteria--and examine how their embodied activity constitutes an organism/environment interaction, out of which emerges the possibility of learning from an environment. I suggest that this mutual co-emergence of organism and environment implies a panbiotic educational interaction that…

  1. 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…

  2. 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…

  3. Useful Interactive Teaching Tool for Learning: Clickers in Higher Education

    ERIC Educational Resources Information Center

    Camacho-Miñano, María-del-Mar; del Campo, Cristina

    2016-01-01

    Many university lecturers are encouraged to implement innovative teaching tools and methodologies such as clickers in order to create an interactive learning environment and improve student learning, but its performance must be evaluated. The aim of this paper is to test empirically the impact of the use of clickers on students' learning…

  4. Connected Learning in the Library as a Product of Hacking, Making, Social Diversity and Messiness

    ERIC Educational Resources Information Center

    Bilandzic, Mark

    2016-01-01

    Learning is most effective when intrinsically motivated through personal interest, and situated in a supportive socio-cultural context. This paper reports on findings from a study that explored implications for design of interactive learning environments through 18 months of ethnographic observations of people's interactions at "Hack The…

  5. An Emic Lens into Online Learning Environments in PPL in Undergraduate Dentistry

    ERIC Educational Resources Information Center

    Bridges, Susan

    2015-01-01

    Whilst face-to-face tutorial group interaction has been the focus of quantitative and qualitative studies in problem-based learning (PBL), little work has explored the independent learning phase of the PBL cycle from an interactionist perspective. An interactional ethnographic logic of inquiry guided collection and analysis of video recordings and…

  6. Reforming the Environment: The Influence of the Roundtable Classroom Design on Interactive Learning

    ERIC Educational Resources Information Center

    Parsons, Caroline S.

    2017-01-01

    This study investigated the influence of physical and virtual learning spaces on interactive learning in a college and university setting. Qualitative analysis of an undergraduate liberal arts program that employs the use of roundtable classrooms was conducted. Interview and focus group data from students and faculty, along with classroom…

  7. Contradictory Explorative Assessment. Multimodal Teacher/Student Interaction in Scandinavian Digital Learning Environments

    ERIC Educational Resources Information Center

    Kjällander, Susanne

    2018-01-01

    Assessment in the much-discussed digital divide in Scandinavian technologically advanced schools, is the study object of this article. Interaction is studied to understand assessment; and to see how assessment can be didactically designed to recognise students' learning. With a multimodal, design theoretical perspective on learning teachers' and…

  8. 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…

  9. 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…

  10. Designing for Discovery Learning of Complexity Principles of Congestion by Driving Together in the TrafficJams Simulation

    ERIC Educational Resources Information Center

    Levy, Sharona T.; Peleg, Ran; Ofeck, Eyal; Tabor, Naamit; Dubovi, Ilana; Bluestein, Shiri; Ben-Zur, Hadar

    2018-01-01

    We propose and evaluate a framework supporting collaborative discovery learning of complex systems. The framework blends five design principles: (1) individual action: amidst (2) social interactions; challenged with (3) multiple tasks; set in (4) a constrained interactive learning environment that draws attention to (5) highlighted target…

  11. Effects of Group Reflection Variations in Project-Based Learning Integrated in a Web 2.0 Learning Space

    ERIC Educational Resources Information Center

    Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria

    2011-01-01

    A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…

  12. Capturing the complexity: Content, type, and amount of instruction and quality of the classroom learning environment synergistically predict third graders’ vocabulary and reading comprehension outcomes

    PubMed Central

    Connor, Carol McDonald; Spencer, Mercedes; Day, Stephanie L.; Giuliani, Sarah; Ingebrand, Sarah W.; McLean, Leigh; Morrison, Frederick J.

    2014-01-01

    We examined classrooms as complex systems that affect students’ literacy learning through interacting effects of content and amount of time individual students spent in literacy instruction along with the global quality of the classroom-learning environment. We observed 27 third grade classrooms serving 315 target students using two different observation systems. The first assessed instruction at a more micro-level; specifically, the amount of time individual students spent in literacy instruction defined by the type of instruction, role of the teacher, and content. The second assessed the quality of the classroom-learning environment at a more macro level focusing on classroom organization, teacher responsiveness, and support for vocabulary and language. Results revealed that both global quality of the classroom learning environment and time individual students spent in specific types of literacy instruction covering specific content interacted to predict students’ comprehension and vocabulary gains whereas neither system alone did. These findings support a dynamic systems model of how individual children learn in the context of classroom literacy instruction and the classroom-learning environment, which can help to improve observations systems, advance research, elevate teacher evaluation and professional development, and enhance student achievement. PMID:25400293

  13. The Design and Pilot Evaluation of an Interactive Learning Environment for Introductory Programming Influenced by Cognitive Load Theory and Constructivism

    ERIC Educational Resources Information Center

    Moons, Jan; De Backer, Carlos

    2013-01-01

    This article presents the architecture and evaluation of a novel environment for programming education. The design of this programming environment, and the way it is used in class, is based on the findings of constructivist and cognitivist learning paradigms. The environment is evaluated based on qualitative student and teacher evaluations and…

  14. Co-Evolution of Social Learning and Evolutionary Preparedness in Dangerous Environments

    PubMed Central

    Lindström, Björn; Selbing, Ida; Olsson, Andreas

    2016-01-01

    Danger is a fundamental aspect of the lives of most animals. Adaptive behavior therefore requires avoiding actions, objects, and environments associated with danger. Previous research has shown that humans and non-human animals can avoid such dangers through two types of behavioral adaptions, (i) genetic preparedness to avoid certain stimuli or actions, and (ii) social learning. These adaptive mechanisms reduce the fitness costs associated with danger but still allow flexible behavior. Despite the empirical prevalence and importance of both these mechanisms, it is unclear when they evolve and how they interact. We used evolutionary agent-based simulations, incorporating empirically based learning mechanisms, to clarify if preparedness and social learning typically both evolve in dangerous environments, and if these mechanisms generally interact synergistically or antagonistically. Our simulations showed that preparedness and social learning often co-evolve because they provide complimentary benefits: genetic preparedness reduced foraging efficiency, but resulted in a higher rate of survival in dangerous environments, while social learning generally came to dominate the population, especially when the environment was stochastic. However, even in this case, genetic preparedness reliably evolved. Broadly, our results indicate that the relationship between preparedness and social learning is important as it can result in trade-offs between behavioral flexibility and safety, which can lead to seemingly suboptimal behavior if the evolutionary environment of the organism is not taken into account. PMID:27487079

  15. Co-Evolution of Social Learning and Evolutionary Preparedness in Dangerous Environments.

    PubMed

    Lindström, Björn; Selbing, Ida; Olsson, Andreas

    2016-01-01

    Danger is a fundamental aspect of the lives of most animals. Adaptive behavior therefore requires avoiding actions, objects, and environments associated with danger. Previous research has shown that humans and non-human animals can avoid such dangers through two types of behavioral adaptions, (i) genetic preparedness to avoid certain stimuli or actions, and (ii) social learning. These adaptive mechanisms reduce the fitness costs associated with danger but still allow flexible behavior. Despite the empirical prevalence and importance of both these mechanisms, it is unclear when they evolve and how they interact. We used evolutionary agent-based simulations, incorporating empirically based learning mechanisms, to clarify if preparedness and social learning typically both evolve in dangerous environments, and if these mechanisms generally interact synergistically or antagonistically. Our simulations showed that preparedness and social learning often co-evolve because they provide complimentary benefits: genetic preparedness reduced foraging efficiency, but resulted in a higher rate of survival in dangerous environments, while social learning generally came to dominate the population, especially when the environment was stochastic. However, even in this case, genetic preparedness reliably evolved. Broadly, our results indicate that the relationship between preparedness and social learning is important as it can result in trade-offs between behavioral flexibility and safety, which can lead to seemingly suboptimal behavior if the evolutionary environment of the organism is not taken into account.

  16. Learning Environments in Children's Museums: Aesthetics, Environmental Preference and Creativity.

    ERIC Educational Resources Information Center

    Lackney, Jeffery A.

    This paper discusses environmental preference, particularly related to the design of children's museums. It explains that preference for an environment leads to motivation to interact with the environment, which leads to learning. It lays out several design principles: (1) involve children in the process of children's museum design in a way that…

  17. A Delineation of the Cognitive Processes Manifested in a Social Annotation Environment

    ERIC Educational Resources Information Center

    Li, S. C.; Pow, J. W. C.; Cheung, W. C.

    2015-01-01

    This study aims to examine how students' learning trajectories progress in an online social annotation environment, and how their cognitive processes and levels of interaction correlate with their learning outcomes. Three different types of activities (cognitive, metacognitive and social) were identified in the online environment. The time…

  18. Why Students Engage in "Gaming the System" Behavior in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Baker, Ryan; Walonoski, Jason; Heffernan, Neil; Roll, Ido; Corbett, Albert; Koedinger, Kenneth

    2008-01-01

    In recent years there has been increasing interest in the phenomena of "gaming the system," where a learner attempts to succeed in an educational environment by exploiting properties of the system's help and feedback rather than by attempting to learn the material. Developing environments that respond constructively and effectively to…

  19. Let's Tweet in Chinese! Exploring How Learners of Chinese as a Foreign Language Self-Direct Their Use of Microblogging to Learn Chinese

    ERIC Educational Resources Information Center

    Hsiao, Ya Ping; Broeder, Peter

    2014-01-01

    Twitter is becoming increasingly popular as a medium for language learning. This study explores self-directed learning via social interactions that use Twitter as an interactive learning environment. The participants in this study were thirty university students of Chinese as a foreign language at levels 1 and 2 of the "Hanyu Shuiping…

  20. Using the Interactive Learning Environment Aplusix for Teaching and Learning School Algebra: A Research Experiment in a Middle School

    ERIC Educational Resources Information Center

    Hadjerrouit, Said

    2011-01-01

    Most software tools that have been developed with the aim of helping students to learn school algebra have not yet achieved successful results in classroom. Almost all of them are menu-based systems that provide transformation rules in menus and buttons. Aplusix is a new interactive software tool for learning school algebra. In contrast to…

  1. Cognitive Load and Learning Effects of Having Students Organize Pictures and Words in Multimedia Environments: The Role of Student Interactivity and Feedback

    ERIC Educational Resources Information Center

    Moreno, Roxana; Valdez, Alfred

    2005-01-01

    The cognitive load and learning effects of dual-code and interactivity--two multimedia methods intended to promote meaningful learning--were examined. In Experiment 1, college students learned about the causal chain of events leading to the process of lightning formation with a set of words and corresponding pictures (Group WP), pictures (Group…

  2. Interactive knowledge networks for interdisciplinary course navigation within Moodle.

    PubMed

    Scherl, Andre; Dethleffsen, Kathrin; Meyer, Michael

    2012-12-01

    Web-based hypermedia learning environments are widely used in modern education and seem particularly well suited for interdisciplinary learning. Previous work has identified guidance through these complex environments as a crucial problem of their acceptance and efficiency. We reasoned that map-based navigation might provide straightforward and effortless orientation. To achieve this, we developed a clickable and user-oriented concept map-based navigation plugin. This tool is implemented as an extension of Moodle, a widely used learning management system. It visualizes inner and interdisciplinary relations between learning objects and is generated dynamically depending on user set parameters and interactions. This plugin leaves the choice of navigation type to the user and supports direct guidance. Previously developed and evaluated face-to-face interdisciplinary learning materials bridging physiology and physics courses of a medical curriculum were integrated as learning objects, the relations of which were defined by metadata. Learning objects included text pages, self-assessments, videos, animations, and simulations. In a field study, we analyzed the effects of this learning environment on physiology and physics knowledge as well as the transfer ability of third-term medical students. Data were generated from pre- and posttest questionnaires and from tracking student navigation. Use of the hypermedia environment resulted in a significant increase of knowledge and transfer capability. Furthermore, the efficiency of learning was enhanced. We conclude that hypermedia environments based on Moodle and enriched by concept map-based navigation tools can significantly support interdisciplinary learning. Implementation of adaptivity may further strengthen this approach.

  3. BIOPS Interactive: An e-Learning Platform Focused on Protein Structure and DNA

    ERIC Educational Resources Information Center

    Pontelli, Enrico; Pinto, Jorge; Qin, Xiaoxiao; He, Jing; Bevan, David; MacCuish, Norah; MacCuish, John; Chapman, Mitch; Moreland, David

    2009-01-01

    One of the difficulties in teaching basic molecular biology concepts to the students with little biological background is the lack of hands-on exercises that combines the challenges of the concepts with visualization and immediate feedback. BIOPS Interactive is a web-based interactive learning environment for molecular biology that complements…

  4. The Voice of Feedback: A Study of Asynchronous Audio Communication in the Online Classroom

    ERIC Educational Resources Information Center

    Johnson Van Den Elzen, Jolene M.

    2011-01-01

    The interaction between learners and the instructor in an online learning environment has been shown to contribute to increases in learning through promotion of a cooperative and collaborative environment, which allows students to learn from course materials, the instructor, and each other (Jiang & Ting, 2000; Jung et al., 2002; Kollock, 1998;…

  5. Creating an Optimal Language Learning Environment: A Focus on Family and Culture

    ERIC Educational Resources Information Center

    Cheng, Li-Rong Lilly

    2009-01-01

    Understanding the family systems and structures of our diverse populations is one of the most important tasks of professionals in education. Children learn from their family, school, and community. They learn from their experiences by observing, talking, and interacting with their environment. Parents play a pivotal role in the education of their…

  6. Designing for Learning: Online Social Networks as a Classroom Environment

    ERIC Educational Resources Information Center

    Casey, Gail; Evans, Terry

    2011-01-01

    This paper deploys notions of emergence, connections, and designs for learning to conceptualize high school students' interactions when using online social media as a learning environment. It makes links to chaos and complexity theories and to fractal patterns as it reports on a part of the first author's action research study, conducted while she…

  7. Making It Rich and Personal: Crafting an Institutional Personal Learning Environment

    ERIC Educational Resources Information Center

    White, Su; Davis, Hugh C.

    2011-01-01

    Many of the communities interested in learning and teaching technologies within higher education now accept the view that a conception of personal learning environments provides the most realistic and workable perspective of learners' interactions with and use of technology. This view may not be reflected in the behaviour of those parts of a…

  8. Medical students' perceptions of their learning environment during a mandatory research project.

    PubMed

    Möller, Riitta; Ponzer, Sari; Shoshan, Maria

    2017-10-20

    To explore medical students´ perceptions of their learning environment during a mandatory 20-week scientific research project. This cross-sectional study was conducted between 2011 and 2013. A total of 651 medical students were asked to fill in the Clinical Learning Environment, Supervision, and Nurse Teacher (CLES+T) questionnaire, and 439 (mean age 26 years, range 21-40, 60% females) returned the questionnaire, which corresponds to a response rate of 67%. The Mann-Whitney U test or the Kruskal-Wallis test were used to compare the research environments. The item My workplace can be regarded as a good learning environment correlated strongly with the item There were sufficient meaningful learning situations (r= 0.71, p<0.001). Overall satisfaction with supervision correlated strongly with the items interaction (r=0.78, p < 0.001), feedback (r=0.76, p<0.001), and a sense of trust (r=0.71, p < 0.001).  Supervisors´ failures to bridge the gap between theory and practice or to explain intended learning outcomes were important negative factors.  Students with basic science or epidemiological projects rated their learning environments higher than did students with clinical projects (χ 2 (3, N=437) =20.29, p<0.001). A good research environment for medical students comprises multiple meaningful learning activities, individual supervision with continuous feedback, and a trustful atmosphere including interactions with the whole staff.  Students should be advised that clinical projects might require a higher degree of student independence than basic science projects, which are usually performed in research groups where members work in close collaboration.

  9. Interaction with Machine Improvisation

    NASA Astrophysics Data System (ADS)

    Assayag, Gerard; Bloch, George; Cont, Arshia; Dubnov, Shlomo

    We describe two multi-agent architectures for an improvisation oriented musician-machine interaction systems that learn in real time from human performers. The improvisation kernel is based on sequence modeling and statistical learning. We present two frameworks of interaction with this kernel. In the first, the stylistic interaction is guided by a human operator in front of an interactive computer environment. In the second framework, the stylistic interaction is delegated to machine intelligence and therefore, knowledge propagation and decision are taken care of by the computer alone. The first framework involves a hybrid architecture using two popular composition/performance environments, Max and OpenMusic, that are put to work and communicate together, each one handling the process at a different time/memory scale. The second framework shares the same representational schemes with the first but uses an Active Learning architecture based on collaborative, competitive and memory-based learning to handle stylistic interactions. Both systems are capable of processing real-time audio/video as well as MIDI. After discussing the general cognitive background of improvisation practices, the statistical modelling tools and the concurrent agent architecture are presented. Then, an Active Learning scheme is described and considered in terms of using different improvisation regimes for improvisation planning. Finally, we provide more details about the different system implementations and describe several performances with the system.

  10. Integrating Training Simulations and e-Learning Systems: The SimSCORM Platform (Integratie van Training Simulaties en e-Learning Systemen: Het SimSCORM Platform)

    DTIC Science & Technology

    2008-07-01

    SimSCORM Opdrachtnummer Trainingsconcepten voor Defensie Datum Programmanummer Projectnummer juli 2008 V406 032.13224 Auteur (s) ir H.L.H. de Penning...simulators can provide learners with powerful and realistic learning environments: whereas e-learning systems provide them with interactive, mostly theory ...practice and theory , in both learning and evaluation, is becoming increasingly important. From a learner’s point of view, a powerful learning environment

  11. Students' Perceived Challenges in an Online Collaborative Learning Environment: A Case of Higher Learning Institutions in Nairobi, Kenya

    ERIC Educational Resources Information Center

    Muuro, Maina Elizaphan; Wagacha, Waiganjo Peter; Oboko, Robert; Kihoro, John

    2014-01-01

    Earlier forms of distance education were characterized by minimal social interaction like correspondence, television, video and radio. However, the World Wide Web (WWW) and online learning introduced the opportunity for much more social interaction, particularly among learners, and this has been further made possible through social media in Web…

  12. Open for Business: Learning Economics through Social Interaction in a Student-Operated Store

    ERIC Educational Resources Information Center

    Broome, John P.; Preston-Grimes, Patrice

    2011-01-01

    This study examines teaching and learning economics and entrepreneurship through a student-run Montessori middle school store. By designing and managing a school store, students created a "community of practice" to learn economics concepts in their daily environment. Questions guiding this study were: (a) How do students' social-interactions in a…

  13. Dynamic and Interactive Mathematics Learning Environments: Opportunities and Challenges for Future Research

    ERIC Educational Resources Information Center

    Olive, John

    2013-01-01

    New networking and social interaction technologies offer new media for learning and teaching both inside and outside the classroom. How and what kind of learning may take place in these new media is the main focus of this paper. An integrative theoretical framework for investigating these questions is posed based on the Didactic Tetrahedron (Olive…

  14. Social Presence and Interaction in Learning Environments: The Effect on Student Success

    ERIC Educational Resources Information Center

    Kožuh, Ines; Jeremic, Zoran; Sarjaš, Andrej; Bele, Julija Lapuh; Devedžic, Vladan; Debevc, Matjaž

    2015-01-01

    With the increased use of social media there is a growing interest in using social interaction and social presence in education. Despite this phenomenon, no appropriate methodology was found on effective integrating of both concepts into online learning. In this study, we propose integrating two different kinds of learning tools to provide social…

  15. Dynamic Fuzzy Logic-Based Quality of Interaction within Blended-Learning: The Rare and Contemporary Dance Cases

    ERIC Educational Resources Information Center

    Dias, Sofia B.; Diniz, José A.; Hadjileontiadis, Leontios J.

    2014-01-01

    The combination of the process of pedagogical planning within the Blended (b-) learning environment with the users' quality of interaction ("QoI") with the Learning Management System (LMS) is explored here. The required "QoI" (both for professors and students) is estimated by adopting a fuzzy logic-based modeling approach,…

  16. The Effectiveness of Using Cloud-Based Cross-Device IRS to Support Classical Chinese Learning

    ERIC Educational Resources Information Center

    Wang, Yi-Hsuan

    2017-01-01

    The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students' classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and…

  17. Neuro-Holistic Learning©: An Integrated Kinesthetic Approach to Cognitive Learning© Using Collaborative Interactive Thought Exchange© in a Blended Environment to Enhance the Learning of Young African American Males

    ERIC Educational Resources Information Center

    Osler, James Edward, II; Wright, Mark Anthony

    2016-01-01

    This paper is part two of the article entitled, "Dynamic Neuroscientific Systemology: Using Tri-Squared Meta-Analysis and Innovative Instructional Design to Develop a Novel Distance Education Model for the Systemic Creation of Engaging Online Learning Environments" published in the July-September 2015 issue of i-manager's "Journal…

  18. Implementing Advanced Characteristics of X3D Collaborative Virtual Environments for Supporting e-Learning: The Case of EVE Platform

    ERIC Educational Resources Information Center

    Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos

    2014-01-01

    Three dimensional Collaborative Virtual Environments are a powerful form of collaborative telecommunication applications, enabling the users to share a common three-dimensional space and interact with each other as well as with the environment surrounding them, in order to collaboratively solve problems or aid learning processes. Such an…

  19. Dynamic but Prosaic: A Methodology for Studying E-Learning Environments

    ERIC Educational Resources Information Center

    Whitworth, Andrew

    2006-01-01

    This paper develops a critical methodology which could be applied to the study and use of e-learning environments. The foundations are, first, an ontological appreciation of environments as multiple, dynamic and interactive: this is based on the environmental theories of Vladimir Vernadsky. The next step is then into epistemology, and here use is…

  20. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    NASA Astrophysics Data System (ADS)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-06-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  1. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  2. Implementing Green Walls in Schools.

    PubMed

    McCullough, Michael B; Martin, Michael D; Sajady, Mollika A

    2018-01-01

    Numerous studies in applied pedagogical design have shown that, at all educational levels, direct exposure to the natural environment can enhance learning by improving student attention and behaviors. Implementing green walls-a "vertical garden," or "living wall" interior wall that typically includes greenery, a growing medium (soil or substrate) and a water delivery system-provides environmental health benefits, but also provides a practical application within classrooms for minimizing directed attention fatigue in students by connecting them to "outdoor nature" within the indoor environment. Hands-on "project-based" learning is another pedagogical strategy that has proved to be effective across the spectrum of educational levels and across subject areas. Green walls have the potential to inspire critical thinking through a combination of project-based learning strategies and environmental education. The authors have outlined a curriculum involving the implementation of an indoor living wall system within a classroom-learning environment, incorporating project-based learning modules that interact with the wall. In conjunction with the passive health benefits of a green wall, project-based curriculum models can connect students interactively with indoor nature and have the potential to inspire real-world thinking related to science, technology, engineering, art, and mathematics fields within the indoor learning environment. Through a combination of these passive and interactive modes, students are connected to nature in the indoor environment regardless of weather conditions outdoors. Future research direction could include post-construction studies of the effectiveness of project-based curricula related to living walls, and the long-term impacts of implementing green walls in classrooms on school achievement and student behaviors.

  3. 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…

  4. 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…

  5. 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.…

  6. Using SOLO to Evaluate an Educational Virtual Environment in a Technology Education Setting

    ERIC Educational Resources Information Center

    Padiotis, Ioannis; Mikropoulos, Tassos A.

    2010-01-01

    The present research investigates the contribution of an interactive educational virtual environment on milk pasteurization to the learning outcomes of 40 students in a technical secondary school using SOLO taxonomy. After the interaction with the virtual environment the majority of the students moved to higher hierarchical levels of understanding…

  7. The Nature and Level of Learner-Learner Interaction in a Chemistry Massive Open Online Course (MOOC)

    ERIC Educational Resources Information Center

    Tawfik, Andrew A.; Reeves, Todd D.; Stich, Amy E.; Gill, Anila; Hong, Chenda; McDade, Joseph; Pillutla, Venkata Sai; Zhou, Xiaoshu; Giabbanelli, Philippe J.

    2017-01-01

    Similar to other online courses, massive open online courses (MOOCs) often rely on learner-learner interaction as a mechanism to promote learning. However, little is known at present about learner-learner interaction in these nascent informal learning environments. While some studies have explored MOOC participant perceptions of learner-learner…

  8. Understanding Language Learning: Review of the Application of the Interaction Model in Foreign Language Contexts

    ERIC Educational Resources Information Center

    Dixon, L. Quentin; Wu, Shuang

    2014-01-01

    Purpose: This paper examined the application of the input-interaction-output model in English-as-Foreign-Language (EFL) learning environments with four specific questions: (1) How do the three components function in the model? (2) Does interaction in the foreign language classroom seem to be effective for foreign language acquisition? (3) What…

  9. Application of Frameworks in the Analysis and (Re)design of Interactive Visual Learning Tools

    ERIC Educational Resources Information Center

    Liang, Hai-Ning; Sedig, Kamran

    2009-01-01

    Interactive visual learning tools (IVLTs) are software environments that encode and display information visually and allow learners to interact with the visual information. This article examines the application and utility of frameworks in the analysis and design of IVLTs at the micro level. Frameworks play an important role in any design. They…

  10. Evaluation of an Interactive Case-Based Online Network (ICON) in a Problem Based Learning Environment

    ERIC Educational Resources Information Center

    Nathoo, Arif N.; Goldhoff, Patricia; Quattrochi, James J.

    2005-01-01

    Purpose: This study sought to assess the introduction of a web-based innovation in medical education that complements traditional problem-based learning curricula. Utilizing the case method as its fundamental educational approach, the Interactive Case-based Online Network (ICON) allows students to interact with each other, faculty and a virtual…

  11. Effectiveness of Strategies to Enhance Interaction in Courses Employing Different Blend Categories

    ERIC Educational Resources Information Center

    Pensabene, Thomas C.

    2011-01-01

    Given the value of participant interaction to enhance learning, and the growth of blended (face-to-face and online) delivery, the purpose of this study was to examine the way instructor-designers approach interactions in blended learning environments, and the effectiveness of these approaches in terms of student satisfaction and expectations.…

  12. Collaborative project-based learning: an integrative science and technological education project

    NASA Astrophysics Data System (ADS)

    Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan

    2017-04-01

    Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills.

  13. The Effect of the Interactive Functions of Whiteboards on Elementary Students' Learning

    ERIC Educational Resources Information Center

    Luo, Yi-Fang; Yang, Shu Ching

    2016-01-01

    In recent years, the interactive whiteboard (IWB) has been regarded as the most prominent information and communication technology auxiliary instruction device. It is touted as elevating the traditional teaching environment to a digital teaching environment because of its highly interactive features. The purpose of this study is to investigate…

  14. Analysis of Feedback Processes in Online Group Interaction: A Methodological Model

    ERIC Educational Resources Information Center

    Espasa, Anna; Guasch, Teresa; Alvarez, Ibis M.

    2013-01-01

    The aim of this article is to present a methodological model to analyze students' group interaction to improve their essays in online learning environments, based on asynchronous and written communication. In these environments teacher and student scaffolds for discussion are essential to promote interaction. One of these scaffolds can be the…

  15. General relativity in upper secondary school: Design and evaluation of an online learning environment using the model of educational reconstruction

    NASA Astrophysics Data System (ADS)

    Kersting, Magdalena; Henriksen, Ellen Karoline; Bøe, Maria Vetleseter; Angell, Carl

    2018-06-01

    Because of its abstract nature, Albert Einstein's theory of general relativity is rarely present in school physics curricula. Although the educational community has started to investigate ways of bringing general relativity to classrooms, field-tested educational material is rare. Employing the model of educational reconstruction, we present a collaborative online learning environment that was introduced to final year students (18-19 years old) in six Norwegian upper secondary physics classrooms. Design-based research methods guided the development of the learning resources, which were based on a sociocultural view of learning and a historical-philosophical approach to teaching general relativity. To characterize students' learning from and interaction with the learning environment we analyzed focus group interviews and students' oral and written responses to assigned problems and discussion tasks. Our findings show how design choices on different levels can support or hinder understanding of general relativity, leading to the formulation of design principles that help to foster qualitative understanding and encourage collaborative learning. The results indicate that upper secondary students can obtain a qualitative understanding of general relativity when provided with appropriately designed learning resources and sufficient scaffolding of learning through interaction with teacher and peers.

  16. Design guidelines for interactive multimedia learning environments to promote social inclusion.

    PubMed

    Brown, D J; Powell, H M; Battersby, S; Lewis, J; Shopland, N; Yazdanparast, M

    There is a continuing need for guidelines to aid in the design of Interactive Multimedia Learning Environments (IMLE) to promote effective learning. The project introduced in this paper looks at an important subset of this problem, the design of interactive learning environments to promote social inclusion. A consortium of six partners contributed toward defining learning material to develop a range of work based skills, including horticulture, IT and catering. These were then developed into IMLE prototypes. Formative evaluation of these prototypes then revealed a range of usability problems, which were grouped into generic types and frequency of occurrence. The most important and frequently occurring problems were used to distil a set of design guidelines for the development of effective IMLE. The results from this usability content analysis were also used to refine the initial prototypes to improve their usability and effectiveness. These guidelines, termed the Greenhat Design Guidelines, can be adopted for use by all multimedia developers aiming to promote the social inclusion of vulnerable or socially disadvantaged groups of people. The refined IMLE can be accessed via the Greenhat Server to improve the employment-related skills of socially excluded people.

  17. Can Interactive Web-Based CAD Tools Improve the Learning of Engineering Drawing? A Case Study

    ERIC Educational Resources Information Center

    Pando Cerra, Pablo; Suárez González, Jesús M.; Busto Parra, Bernardo; Rodríguez Ortiz, Diana; Álvarez Peñín, Pedro I.

    2014-01-01

    Many current Web-based learning environments facilitate the theoretical teaching of a subject but this may not be sufficient for those disciplines that require a significant use of graphic mechanisms to resolve problems. This research study looks at the use of an environment that can help students learn engineering drawing with Web-based CAD…

  18. Why Some Teachers Easily Learn to Use a New Virtual Learning Environment: A Technology Acceptance Perspective

    ERIC Educational Resources Information Center

    Rienties, Bart; Giesbers, Bas; Lygo-Baker, Simon; Ma, Hoi Wah Serena; Rees, Roger

    2016-01-01

    After a decade of virtual learning environments (VLEs) in higher education, many teachers still use only a minimum of its affordances. This study looked at how academic staff interacted with a new and unknown VLE in order to understand how technology acceptance and support materials influence (perceived and actual) task performance. In an…

  19. The Synergetic Effect of Learning Styles on the Interaction between Virtual Environments and the Enhancement of Spatial Thinking

    ERIC Educational Resources Information Center

    Hauptman, Hanoch; Cohen, Arie

    2011-01-01

    Students have difficulty learning 3D geometry; spatial thinking is an important aspect of the learning processes in this academic area. In light of the unique features of virtual environments and the influence of metacognitive processes (e.g., self-regulating questions) on the teaching of mathematics, we assumed that a combination of…

  20. Situated Cognition and Learning Environments: Implications for Teachers On- and Offline in the New Digital Media Age

    ERIC Educational Resources Information Center

    Gomez, Kimberley; Lee, Ung-Sang

    2015-01-01

    John Seely Brown suggested that learning environments should be spaces in which all work is public, is subject to iterative critique by instructors and peers, and in which social interaction is primary. In such spaces, students and teachers engage in a situated cognition approach to teaching and learning where "cognitive accomplishments rely…

  1. Development of an Interactive Augmented Environment and Its Application to Autonomous Learning for Quadruped Robots

    NASA Astrophysics Data System (ADS)

    Kobayashi, Hayato; Osaki, Tsugutoyo; Okuyama, Tetsuro; Gramm, Joshua; Ishino, Akira; Shinohara, Ayumi

    This paper describes an interactive experimental environment for autonomous soccer robots, which is a soccer field augmented by utilizing camera input and projector output. This environment, in a sense, plays an intermediate role between simulated environments and real environments. We can simulate some parts of real environments, e.g., real objects such as robots or a ball, and reflect simulated data into the real environments, e.g., to visualize the positions on the field, so as to create a situation that allows easy debugging of robot programs. The significant point compared with analogous work is that virtual objects are touchable in this system owing to projectors. We also show the portable version of our system that does not require ceiling cameras. As an application in the augmented environment, we address the learning of goalie strategies on real quadruped robots in penalty kicks. We make our robots utilize virtual balls in order to perform only quadruped locomotion in real environments, which is quite difficult to simulate accurately. Our robots autonomously learn and acquire more beneficial strategies without human intervention in our augmented environment than those in a fully simulated environment.

  2. 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…

  3. Towards a Framework of Interactions in a Blended Synchronous Learning Environment: What Effects Are There on Students' Social Presence Experience?

    ERIC Educational Resources Information Center

    Szeto, Elson; Cheng, Annie Y. N.

    2016-01-01

    A synchronous blend of online learning and "face-to-face" teaching is becoming a feasible instructional approach in higher education with the advent of technology. Although this learning mode is not new in higher education, little research has been done to contextualise social presence experiences in which effects of interactions were…

  4. Baby and Toddler Learning Fun: 50 Interactive and Developmental Activities To Enjoy with Your Child.

    ERIC Educational Resources Information Center

    Goldberg, Sally

    Based on the view that almost every interaction a parent has with an infant is an opportunity to help the baby learn more about the world, this book provides parents with simple and effective ways to enrich their infant's environment and to boost their childs language, motor, and social skills. Introductory remarks describe the learning areas…

  5. Blended Learning: A Disruption that Has Found Its Time

    ERIC Educational Resources Information Center

    Gonzales, Lisa; Vodicka, Devin

    2012-01-01

    "Blended learning" is learning facilitated by the effective combination of different modes of delivery, models of teaching and styles of learning, and applying them in an interactively meaningful learning environment. There are four standard modes of blended learning that have proven to meet student academic needs and provide flexibility with…

  6. Wireless Handhelds to Support Clinical Nursing Practicum

    ERIC Educational Resources Information Center

    Wu, Cheng-Chih; Lai, Chin-Yuan

    2009-01-01

    This paper reports our implementation and evaluation of a wireless handheld learning environment used to support a clinical nursing practicum course. The learning environment was designed so that nursing students could use handhelds for recording information, organizing ideas, assessing patients, and also for interaction and collaboration with…

  7. Factors Affecting Learners with Disabilities-Instructor Interaction in Online Learning

    ERIC Educational Resources Information Center

    Alamri, Abdulrahman; Tyler-Wood, Tandra

    2017-01-01

    Little research is available documenting the success of students with various types of disabilities in online classroom environments. This study investigates which factors associated with learners with disabilities impact student outcomes in an online learning environment. Forty learners with disabilities participating in online higher education…

  8. Homeostasis of Complementary Pair Theory: Ecological Comparisons in Diverse Universal Design for Learning Environments

    ERIC Educational Resources Information Center

    Ianneo, Brittany

    2014-01-01

    Accommodation~assimilation relations were theorized by Kelso and Engstrom (2006) as independent and dependent complementary pairs. This study defined relationships between organisms that experienced complementary interactions of accommodation~assimilation in diverse ecologies designed with universal design for learning environments (UDLE) compared…

  9. The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context

    ERIC Educational Resources Information Center

    Bailenson, Jeremy N.; Yee, Nick; Blascovich, Jim; Beall, Andrew C.; Lundblad, Nicole; Jin, Michael

    2008-01-01

    This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that…

  10. Medical students’ perceptions of their learning environment during a mandatory research project

    PubMed Central

    Ponzer, Sari; Shoshan, Maria

    2017-01-01

    Objectives To explore medical students´ perceptions of their learning environment during a mandatory 20-week scientific research project.  Methods This cross-sectional study was conducted between 2011 and 2013. A total of 651 medical students were asked to fill in the Clinical Learning Environment, Supervision, and Nurse Teacher (CLES+T) questionnaire, and 439 (mean age 26 years, range 21-40, 60% females) returned the questionnaire, which corresponds to a response rate of 67%. The Mann-Whitney U test or the Kruskal-Wallis test were used to compare the research environments. Results The item My workplace can be regarded as a good learning environment correlated strongly with the item There were sufficient meaningful learning situations (r= 0.71, p<0.001). Overall satisfaction with supervision correlated strongly with the items interaction (r=0.78, p < 0.001), feedback (r=0.76, p<0.001), and a sense of trust (r=0.71, p < 0.001).  Supervisors´ failures to bridge the gap between theory and practice or to explain intended learning outcomes were important negative factors.  Students with basic science or epidemiological projects rated their learning environments higher than did students with clinical projects (χ2(3, N=437)=20.29, p<0.001). Conclusions A good research environment for medical students comprises multiple meaningful learning activities, individual supervision with continuous feedback, and a trustful atmosphere including interactions with the whole staff.  Students should be advised that clinical projects might require a higher degree of student independence than basic science projects, which are usually performed in research groups where members work in close collaboration. PMID:29056611

  11. Interaction in Online Courses: More Is NOT Always Better

    ERIC Educational Resources Information Center

    Grandzol, Christian J.; Grandzol, John R.

    2010-01-01

    Cognitive theory suggests more interaction in learning environments leads to improved learning outcomes and increased student satisfaction, two indicators of success useful to program administrators. Using a sample of 359 lower-level online, undergraduate business courses, we investigated course enrollments, student and faculty time spent in…

  12. Promoting Multilingual Communicative Competence through Multimodal Academic Learning Situations

    ERIC Educational Resources Information Center

    Kyppö, Anna; Natri, Teija

    2016-01-01

    This paper presents information on the factors affecting the development of multilingual and multicultural communicative competence in interactive multimodal learning environments in an academic context. The interdisciplinary course in multilingual interaction offered at the University of Jyväskylä aims to enhance students' competence in…

  13. Contextual Learning in Adult Education. Practice Application Brief No. 12.

    ERIC Educational Resources Information Center

    Imel, Susan

    Contextual learning is rooted in a constructivist approach to teaching and learning. According to constructivist theory, individuals learn by constructing meaning through interacting with and interpreting their environments. Current perspectives on what it means for learning to be contextualized include the following: situated cognition, social…

  14. 3D Sound Interactive Environments for Blind Children Problem Solving Skills

    ERIC Educational Resources Information Center

    Sanchez, Jaime; Saenz, Mauricio

    2006-01-01

    Audio-based virtual environments have been increasingly used to foster cognitive and learning skills. A number of studies have also highlighted that the use of technology can help learners to develop effective skills such as motivation and self-esteem. This study presents the design and usability of 3D interactive environments for children with…

  15. Examining Collaborative Knowledge Construction in Microblogging-Based Learning Environments

    ERIC Educational Resources Information Center

    Luo, Tian; Clifton, Lacey

    2017-01-01

    Aim/Purpose: The purpose of the study is to provide foundational research to exemplify how knowledge construction takes place in microblogging-based learning environments, to understand learner interaction representing the knowledge construction process, and to analyze learner perception, thereby suggesting a model of delivery for microblogging.…

  16. "If You Went Out It Would Stick": Irish Children's Learning in Their Local Environments

    ERIC Educational Resources Information Center

    Pike, Susan

    2011-01-01

    This paper reports on the findings of a research project investigating children's experiences of their local environments. Children's experiences of spaces and places and the interaction of such experiences and their learning were investigated, using mixed research methods, informed by phenomenological and participatory methodologies. Through…

  17. Different Children's Perspectives on Their Learning Environment

    ERIC Educational Resources Information Center

    Sandberg, Gunilla

    2017-01-01

    This article reports and discusses findings from an ethnographic case study, aiming to gain a deeper understanding of how different children perceive their learning environment in the first grade of primary school, with regard to social as well as academic aspects. The theoretical framework is based on an interactional perspective, where…

  18. The Ecology of Interactive Learning Environments: Situating Traditional Theory

    ERIC Educational Resources Information Center

    Johnson, Genevieve Marie

    2014-01-01

    In educational discourse on human learning (i.e. the result of experience) and development (i.e. the result of maturation), there are three fundamental theoretical frameworks, -- behaviourism, cognitivism and constructivism, each of which have been applied, with varying degrees of success, in online environments. An ecological framework of human…

  19. Assessing a Collaborative Online Environment for Music Composition

    ERIC Educational Resources Information Center

    Biasutti, Michele

    2015-01-01

    The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose music collaboratively. The participants interacted online by using synchronous and asynchronous resources to develop a project in which they composed a new music piece in collaboration. After the learning sessions, individual…

  20. Towards a Model for M-Learning in Africa

    ERIC Educational Resources Information Center

    Brown, Tom H.

    2005-01-01

    Mobile learning (m-learning) is a natural extension of electronic learning (e-learning) and has the potential to make learning even more widely available and accessible than we are used to in existing e-learning environments. The role that communication and interaction plays in the learning process is a critical success factor. It is within this…

  1. Transforming pedagogy in nursing education: a caring learning environment for adult students.

    PubMed

    Bankert, Esther G; Kozel, Victoria V

    2005-01-01

    This article is an account of a project involving nursing faculty and adult learners. Their purpose was to generate interactive and collaborative pedagogies. Reflection and dialogue were used to explore how the educational experience can be transformed into an engaging and caring learning environment for adult students. Principles derived from humanistic nursing and caring, reflection, and teaching and learning guided this project.

  2. Capturing the Complexity: Content, Type, and Amount of Instruction and Quality of the Classroom Learning Environment Synergistically Predict Third Graders' Vocabulary and Reading Comprehension Outcomes

    ERIC Educational Resources Information Center

    Connor, Carol McDonald; Spencer, Mercedes; Day, Stephanie L.; Giuliani, Sarah; Ingebrand, Sarah W.; McLean, Leigh; Morrison, Frederick J.

    2014-01-01

    We examined classrooms as complex systems that affect students' literacy learning through interacting effects of content and amount of time individual students spent in literacy instruction along with the global quality of the classroom learning environment. We observed 27 3rd-grade classrooms serving 315 target students using 2 different…

  3. Adapting physics courses in an engineering school to the b-learning philosophy

    NASA Astrophysics Data System (ADS)

    Borondo, J.; Benito, R. M.; Losada, J. C.

    2014-09-01

    In this paper we introduce the methodology that we have followed to convert traditional notes into interactive online materials. The idea behind this has been to make self-consistent and interactive online materials capable of motivating the students to get involved in the learning process. For this purpose, we have used the e-learning environment Moodle, which is a platform with a high interactivity potential. We conclude that the academic performance reaches its maximum when correctly combining self-organising with minimum teacher guidance.

  4. Ergonomic Guidelines for Designing Effective and Healthy Learning Environments for Interactive Technologies.

    ERIC Educational Resources Information Center

    Weisberg, Michael

    Many of the findings from ergonomics research on visual display workstations are relevant to the design of interactive learning stations. This 1993 paper briefly reviews ergonomics research on visual display workstations; specifically, (1) potential health hazards from electromagnetic radiation; (2) musculoskeletal disorders; (3)vision complaints;…

  5. An Analysis of Student Hypermedia Navigation and Learning

    ERIC Educational Resources Information Center

    Epp, Erik Minh

    2010-01-01

    As society's interactions with web technology mature from novelty to familiarity and finally into transparence for users, it becomes important to reexamine what modern students are taking from their experiences with educational technology. Students in a physical chemistry laboratory course interacted with a hypermedia learning environment as part…

  6. Analyzing Multimodal Interaction within a Classroom Setting

    ERIC Educational Resources Information Center

    Moura, Heloisa

    2006-01-01

    Human interactions are multimodal in nature. From simple to complex forms of transferal of information, human beings draw on a multiplicity of communicative modes, such as intonation and gaze, to make sense of everyday experiences. Likewise, the learning process, either within traditional classrooms or Virtual Learning Environments, is shaped by…

  7. Collecting, Transcribing, Analyzing and Presenting Plurilingual Interactional Data

    ERIC Educational Resources Information Center

    Moore, Emilee; Llompart, Júlia

    2017-01-01

    Interactional data is often central to research in plurilingual learning environments. However, getting a grip on the processes of collecting, organizing, transcribing, analyzing and presenting audio and/or visual data is possibly the most exciting, but also one of the most challenging things about learning to do qualitative research. Although the…

  8. Social Aspects of CSCL Environments: A Research Framework

    ERIC Educational Resources Information Center

    Kreijns, Karel; Kirschner, Paul A.; Vermeulen, Marjan

    2013-01-01

    Although there are research findings supporting the positive effects of computer-supported collaborative learning (CSCL), problems have been reported regarding the learning process itself, group formation, and group dynamics. These problems can be traced back to impeded social interaction between group members. Social interaction is necessary (a)…

  9. 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…

  10. Play Behaviors of Parents and Their Young Children with Disabilities

    ERIC Educational Resources Information Center

    Childress, Dana C.

    2011-01-01

    Learning to explore, communicate, and interact with others and the environment through play can be problematic for young children with disabilities, but with parental support, children can learn and interact successfully during play activities. To determine how parents engage their preschool children with disabilities in play and what behaviors…

  11. E-Learning and the Transformation of Social Interaction in Higher Education

    ERIC Educational Resources Information Center

    Slevin, James

    2008-01-01

    This article examines the way in which e-learning is transforming the nature of social interaction in higher education. In this new educational environment, radical societal transitions and the opportunities afforded by modern communication technologies together produce formidable challenges. Significant as these challenges may be, concentration…

  12. Task and Tool Interface Design for L2 Speaking Interaction Online

    ERIC Educational Resources Information Center

    Appel, Christine; Robbins, Jackie; Moré, Joaquim; Mullen, Tony

    2012-01-01

    Learners and teachers of a foreign language in online and blended learning environments are being offered more opportunities for speaking practice from technological developments. However, in order to maximise these learning opportunities, appropriate task-based materials are required which promote and direct student to student interaction in…

  13. Early prediction of student goals and affect in narrative-centered learning environments

    NASA Astrophysics Data System (ADS)

    Lee, Sunyoung

    Recent years have seen a growing recognition of the role of goal and affect recognition in intelligent tutoring systems. Goal recognition is the task of inferring users' goals from a sequence of observations of their actions. Because of the uncertainty inherent in every facet of human computer interaction, goal recognition is challenging, particularly in contexts in which users can perform many actions in any order, as is the case with intelligent tutoring systems. Affect recognition is the task of identifying the emotional state of a user from a variety of physical cues, which are produced in response to affective changes in the individual. Accurately recognizing student goals and affect states could contribute to more effective and motivating interactions in intelligent tutoring systems. By exploiting knowledge of student goals and affect states, intelligent tutoring systems can dynamically modify their behavior to better support individual students. To create effective interactions in intelligent tutoring systems, goal and affect recognition models should satisfy two key requirements. First, because incorrectly predicted goals and affect states could significantly diminish the effectiveness of interactive systems, goal and affect recognition models should provide accurate predictions of user goals and affect states. When observations of users' activities become available, recognizers should make accurate early" predictions. Second, goal and affect recognition models should be highly efficient so they can operate in real time. To address key issues, we present an inductive approach to recognizing student goals and affect states in intelligent tutoring systems by learning goals and affect recognition models. Our work focuses on goal and affect recognition in an important new class of intelligent tutoring systems, narrative-centered learning environments. We report the results of empirical studies of induced recognition models from observations of students' interactions in narrative-centered learning environments. Experimental results suggest that induced models can make accurate early predictions of student goals and affect states, and they are sufficiently efficient to meet the real-time performance requirements of interactive learning environments.

  14. Key Success Factors of eLearning in Education: A Professional Development Model to Evaluate and Support eLearning

    ERIC Educational Resources Information Center

    FitzPatrick, Thaddeus

    2012-01-01

    Technology has changed the way that we live our lives. Interaction across continents has become a forefront of everyday engagement. With ongoing enhancements of technology, people are now able to communicate and learn in a virtual environment similar to that of the real world interaction. These improvements are shared in the field of education,…

  15. Learning about Environments: The Significance of Primal Landscapes

    NASA Astrophysics Data System (ADS)

    Measham, Thomas G.

    2006-09-01

    The way we learn about our environments—be they farms, forests, or tribal lands—has implications for the formulation of environmental policy. This article presents the findings of how residents learned about their environments in two rural case studies conducted in northern Queensland and relates these to the concept of “primal landscapes,” which is concerned with the interaction that occurs between children and the environments in which they mature. Rather than focusing specifically on built environments or natural environments, the article draws on an approach that conceptualizes environment as meaning-laden places in which we live and work, which integrate social, cultural, biological, physical, and economic dimensions. In drawing insights for environmental policy, the article draws attention to the timing of policy interventions, the significance of experiential environmental education, the potential to learn from place-based festivals, and the importance of learning from extreme events such as fires and floods.

  16. To belong or not to belong: nursing students' interactions with clinical learning environments - an observational study.

    PubMed

    Liljedahl, Matilda; Björck, Erik; Kalén, Susanne; Ponzer, Sari; Bolander Laksov, Klara

    2016-08-05

    Belongingness has been argued to be a prerequisite for students' learning in the clinical setting but making students feel like they belong to the workplace is a challenge. From a sociocultural perspective, workplace participatory practices is a framework that views clinical learning environments to be created in interaction between students and the workplace and hence, are dependent on them both. The aim of this study was to explore the interdependence between affordances and engagement in clinical learning environments. The research question was: How are nursing students influenced in their interactions with clinical learning environments? An observational study with field observations and follow-up interviews was performed. The study setting comprised three academic teaching hospitals. Field observations included shadowing undergraduate nursing students during entire shifts. Fifty-five hours of field observations and ten follow-up interviews with students, supervisors and clinical managers formed the study data. A thematic approach to the analysis was taken and performed iteratively with the data collection. The results revealed that students strived to fill out the role they were offered in an aspirational way but that they became overwhelmed when given the responsibility of care. When students' basic values did not align with those enacted by the workplace, they were not willing to compromise their own values. Workplaces succeeded in inviting students into the community of nurses and the practice of care. Students demonstrated hesitance regarding their desire to belong to the workplace community. The results imply that the challenge for clinical education is not to increase the experience of belongingness but to maintain students' critical and reflective approach to health care practice. Additionally, results suggest students to be included as an important stakeholder in creating clinical learning environments rather than being viewed as consumer of clinical education.

  17. The clinical learning environment in nursing education: a concept analysis.

    PubMed

    Flott, Elizabeth A; Linden, Lois

    2016-03-01

    The aim of this study was to report an analysis of the clinical learning environment concept. Nursing students are evaluated in clinical learning environments where skills and knowledge are applied to patient care. These environments affect achievement of learning outcomes, and have an impact on preparation for practice and student satisfaction with the nursing profession. Providing clarity of this concept for nursing education will assist in identifying antecedents, attributes and consequences affecting student transition to practice. The clinical learning environment was investigated using Walker and Avant's concept analysis method. A literature search was conducted using WorldCat, MEDLINE and CINAHL databases using the keywords clinical learning environment, clinical environment and clinical education. Articles reviewed were written in English and published in peer-reviewed journals between 1995-2014. All data were analysed for recurring themes and terms to determine possible antecedents, attributes and consequences of this concept. The clinical learning environment contains four attribute characteristics affecting student learning experiences. These include: (1) the physical space; (2) psychosocial and interaction factors; (3) the organizational culture and (4) teaching and learning components. These attributes often determine achievement of learning outcomes and student self-confidence. With better understanding of attributes comprising the clinical learning environment, nursing education programmes and healthcare agencies can collaborate to create meaningful clinical experiences and enhance student preparation for the professional nurse role. © 2015 John Wiley & Sons Ltd.

  18. A Review of the Instructional Practices for Promoting Online Learning Communities

    ERIC Educational Resources Information Center

    Hung, Woei; Flom, Elicia; Manu, Jacob; Mahmoud, Enaz

    2015-01-01

    An effective learning community helps foster positive student learning experiences and outcomes. However, in distance learning environments, the communication barriers inevitably hinder the interaction among the students because of the lower levels of social presence. These barriers present challenges in building learning communities in an online…

  19. 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…

  20. An Instructional and Collaborative Learning System with Content Recommendation

    ERIC Educational Resources Information Center

    Zheng, Xiang-wei; Ma, Hong-wei; Li, Yan

    2013-01-01

    With the rapid development of Internet, e-learning has become a new teaching and learning mode. However, lots of e-learning systems deployed on Internet are just electronic learning materials with very limited interactivity and diagnostic capability. This paper presents an integrated e-learning environment named iCLSR. Firstly, iCLSR provides an…

  1. 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…

  2. Dynamic Interaction between Reinforcement Learning and Attention in Multidimensional Environments.

    PubMed

    Leong, Yuan Chang; Radulescu, Angela; Daniel, Reka; DeWoskin, Vivian; Niv, Yael

    2017-01-18

    Little is known about the relationship between attention and learning during decision making. Using eye tracking and multivariate pattern analysis of fMRI data, we measured participants' dimensional attention as they performed a trial-and-error learning task in which only one of three stimulus dimensions was relevant for reward at any given time. Analysis of participants' choices revealed that attention biased both value computation during choice and value update during learning. Value signals in the ventromedial prefrontal cortex and prediction errors in the striatum were similarly biased by attention. In turn, participants' focus of attention was dynamically modulated by ongoing learning. Attentional switches across dimensions correlated with activity in a frontoparietal attention network, which showed enhanced connectivity with the ventromedial prefrontal cortex between switches. Our results suggest a bidirectional interaction between attention and learning: attention constrains learning to relevant dimensions of the environment, while we learn what to attend to via trial and error. Copyright © 2017 Elsevier Inc. All rights reserved.

  3. Shifting workplace behavior to inspire learning: a journey to building a learning culture.

    PubMed

    Schoonbeek, Sue; Henderson, Amanda

    2011-01-01

    This article discusses the process of building a learning culture. It began with establishing acceptance and connection with the nurse unit manager and the ward team. In the early phases of developing rapport, bullying became apparent. Because bullying undermines sharing and trust, the hallmarks of learning environments, the early intervention work assisted staff to recognize and counteract bullying behaviors. When predominantly positive relationships were restored, interactions that facilitated open communication, including asking questions and providing feedback-behaviors commensurate with learning in the workplace-were developed during regular in-service sessions. Staff participated in role-play and role modeling desired behaviors. Once staff became knowledgeable about positive learning interactions, reward and recognition strategies began to reinforce attitudes and behaviors that align with learning. Through rewards, all nurses had the opportunity to be recognized for their contribution. Nurses who excelled were invited to become champions to continue engaging the key stakeholders to further build the learning environment. Copyright 2011, SLACK Incorporated.

  4. U.S. dental hygiene faculty perceptions of learner outcomes in distance education courses.

    PubMed

    Corum, Kathrine A; Gadbury-Amyot, Cynthia C; Johnson, Kerry; Strait, Tia M

    2014-04-01

    The purpose of this study was to determine perceptions of full-time, entry-level dental hygiene educators regarding the ability to achieve interaction in their distance education courses and the impact of interaction on learning outcomes. The specific interactions explored were student-instructor, student-content, and student-student. A survey was developed, pilot tested, revised, and mailed to 287 educators across the United States, generating an overall response rate of 22.3 percent. The majority of respondents perceived interaction to be achievable in their distance courses, to increase through technology, and to positively influence learning outcomes. Nearly 90 percent reported student-instructor interaction as achievable, 95.3 percent reported student-content interaction as achievable, and 79.7 percent reported student-student interaction as achievable. Learning outcomes were defined in this study as the student's achievement of course objectives and competencies at course completion. Approximately 81 percent of the respondents reported a positive influence from student-instructor interaction, 79.7 percent from student-content interaction, and 70.3 percent from student-student interaction. This study also examined which modalities were perceived as being most influential in achieving interaction. The results demonstrated a prevalence of discussion board posting in an environment in which numerous Web 2.0 tools are available and respondents were not as positive about their ability to achieve student-student interaction in the distance learning environment. The authors conclude that faculty development is critical in achieving quality outcomes in dental hygiene distance education courses.

  5. Impact of Indoor Physical Environment on Learning Efficiency in Different Types of Tasks: A 3 × 4 × 3 Full Factorial Design Analysis.

    PubMed

    Xiong, Lilin; Huang, Xiao; Li, Jie; Mao, Peng; Wang, Xiang; Wang, Rubing; Tang, Meng

    2018-06-13

    Indoor physical environments appear to influence learning efficiency nowadays. For improvement in learning efficiency, environmental scenarios need to be designed when occupants engage in different learning tasks. However, how learning efficiency is affected by indoor physical environment based on task types are still not well understood. The present study aims to explore the impacts of three physical environmental factors (i.e., temperature, noise, and illuminance) on learning efficiency according to different types of tasks, including perception, memory, problem-solving, and attention-oriented tasks. A 3 × 4 × 3 full factorial design experiment was employed in a university classroom with 10 subjects recruited. Environmental scenarios were generated based on different levels of temperature (17 °C, 22 °C, and 27 °C), noise (40 dB(A), 50 dB(A), 60 dB(A), and 70 dB(A)) and illuminance (60 lx, 300 lx, and 2200 lx). Accuracy rate (AC), reaction time (RT), and the final performance indicator (PI) were used to quantify learning efficiency. The results showed ambient temperature, noise, and illuminance exerted significant main effect on learning efficiency based on four task types. Significant concurrent effects of the three factors on final learning efficiency was found in all tasks except problem-solving-oriented task. The optimal environmental scenarios for top learning efficiency were further identified under different environmental interactions. The highest learning efficiency came in thermoneutral, relatively quiet, and bright conditions in perception-oriented task. Subjects performed best under warm, relatively quiet, and moderately light exposure when recalling images in the memory-oriented task. Learning efficiency peaked to maxima in thermoneutral, fairly quiet, and moderately light environment in problem-solving process while in cool, fairly quiet and bright environment with regard to attention-oriented task. The study provides guidance for building users to conduct effective environmental intervention with simultaneous controls of ambient temperature, noise, and illuminance. It contributes to creating the most suitable indoor physical environment for improving occupants learning efficiency according to different task types. The findings could further supplement the present indoor environment-related standards or norms with providing empirical reference on environmental interactions.

  6. Category Learning Research in the Interactive Online Environment Second Life

    NASA Technical Reports Server (NTRS)

    Andrews, Jan; Livingston, Ken; Sturm, Joshua; Bliss, Daniel; Hawthorne, Daniel

    2011-01-01

    The interactive online environment Second Life allows users to create novel three-dimensional stimuli that can be manipulated in a meaningful yet controlled environment. These features suggest Second Life's utility as a powerful tool for investigating how people learn concepts for unfamiliar objects. The first of two studies was designed to establish that cognitive processes elicited in this virtual world are comparable to those tapped in conventional settings by attempting to replicate the established finding that category learning systematically influences perceived similarity . From the perspective of an avatar, participants navigated a course of unfamiliar three-dimensional stimuli and were trained to classify them into two labeled categories based on two visual features. Participants then gave similarity ratings for pairs of stimuli and their responses were compared to those of control participants who did not learn the categories. Results indicated significant compression, whereby objects classified together were judged to be more similar by learning than control participants, thus supporting the validity of using Second Life as a laboratory for studying human cognition. A second study used Second Life to test the novel hypothesis that effects of learning on perceived similarity do not depend on the presence of verbal labels for categories. We presented the same stimuli but participants classified them by selecting between two complex visual patterns designed to be extremely difficult to label. While learning was more challenging in this condition , those who did learn without labels showed a compression effect identical to that found in the first study using verbal labels. Together these studies establish that at least some forms of human learning in Second Life parallel learning in the actual world and thus open the door to future studies that will make greater use of the enriched variety of objects and interactions possible in simulated environments compared to traditional experimental situations.

  7. Informal science education at Science City

    NASA Astrophysics Data System (ADS)

    French, April Nicole

    The presentation of chemistry within informal learning environments, specifically science museums and science centers is very sparse. This work examines learning in Kansas City's Science City's Astronaut Training Center in order to identify specific behaviors associated with visitors' perception of learning and their attitudes toward space and science to develop an effective chemistry exhibit. Grounded in social-constructivism and the Contextual Model of Learning, this work approaches learning in informal environments as resulting from social interactions constructed over time from interaction between visitors. Visitors to the Astronaut Training Center were surveyed both during their visit and a year after the visit to establish their perceptions of behavior within the exhibit and attitudes toward space and science. Observations of visitor behavior and a survey of the Science City staff were used to corroborate visitor responses. Eighty-six percent of visitors to Science City indicated they had learned from their experiences in the Astronaut Training Center. No correlation was found between this perception of learning and visitor's interactions with exhibit stations. Visitor attitudes were generally positive toward learning in informal settings and space science as it was presented in the exhibit. Visitors also felt positively toward using video game technology as learning tools. This opens opportunities to developing chemistry exhibits using video technology to lessen the waste stream produced by a full scale chemistry exhibit.

  8. The Relationship between the Perceptions of the Fairness of the Learning Environment and the Level of Alienation

    ERIC Educational Resources Information Center

    Çaglar, Çaglar

    2013-01-01

    Problem Statement: The phenomenon of justice, which is defined as conformity to what is right and legal, is conceptualized into three aspects: "distributive justice," "procedural justice" and "interactional justice" in educational organizations. The more students perceive their learning environment to be fair, the…

  9. 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…

  10. Declarative Knowledge Acquisition in Immersive Virtual Learning Environments

    ERIC Educational Resources Information Center

    Webster, Rustin

    2016-01-01

    The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…

  11. Guiding Exploration through Three-Dimensional Virtual Environments: A Cognitive Load Reduction Approach

    ERIC Educational Resources Information Center

    Chen, Chwen Jen; Fauzy Wan Ismail, Wan Mohd

    2008-01-01

    The real-time interactive nature of three-dimensional virtual environments (VEs) makes this technology very appropriate for exploratory learning purposes. However, many studies have shown that the exploration process may cause cognitive overload that affects the learning of domain knowledge. This article reports a quasi-experimental study that…

  12. Interaction in Asynchronous Web-Based Learning Environments

    ERIC Educational Resources Information Center

    Woo, Younghee; Reeves, Thomas C.

    2008-01-01

    Because of the perceived advantages and the promotion of Web-based learning environments (WBLEs) by commercial interests as well as educational technologists, knowing how to develop and implement WBLEs will probably not be a choice, but a necessity for most educators and trainers in the future. However, many instructors still don't understand the…

  13. 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…

  14. Active Learning through the Use of Virtual Environments

    ERIC Educational Resources Information Center

    Mayrose, James

    2012-01-01

    Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…

  15. 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.…

  16. 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…

  17. "To Improve Language, You Have to Mix": Teachers' Perceptions of Language Learning in an Overseas Immersion Environment

    ERIC Educational Resources Information Center

    Roskvist, Annelies; Harvey, Sharon; Corder, Deborah; Stacey, Karen

    2014-01-01

    The overseas immersion environment has long been considered a superior context for language learning, supposedly providing unlimited exposure to target language (TL) input and countless opportunities for authentic interaction with expert users. This article focuses on immersion programmes (IPs) for in-service language teachers--a relatively…

  18. QSIA--A Web-Based Environment for Learning, Assessing and Knowledge Sharing in Communities

    ERIC Educational Resources Information Center

    Rafaeli, Sheizaf; Barak, Miri; Dan-Gur, Yuval; Toch, Eran

    2004-01-01

    This paper describes a Web-based and distributed system named QSIA that serves as an environment for learning, assessing and knowledge sharing. QSIA--Questions Sharing and Interactive Assignments--offers a unified infrastructure for developing, collecting, managing and sharing of knowledge items. QSIA enhances collaboration in authoring via online…

  19. Using Avatars and Virtual Environments in Learning: What Do They Have to Offer?

    ERIC Educational Resources Information Center

    Falloon, Garry

    2010-01-01

    This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…

  20. Gender and Participation in an Engineering Problem-Based Learning Environment

    ERIC Educational Resources Information Center

    Hirshfield, Laura; Koretsky, Milo D.

    2018-01-01

    The use of problem-based learning (PBL) is gaining attention in the engineering classroom as a way to help students synthesize foundational knowledge and to better prepare students for practice. In this work, we study the discourse interactions between 27 student teams and two instructors in an engineering PBL environment to analyze how…

  1. Students' Socio-Scientific Reasoning in an Astrobiological Context during Work with a Digital Learning Environment

    ERIC Educational Resources Information Center

    Hansson, Lena; Redfors, Andreas; Rosberg, Maria

    2011-01-01

    In a European project--CoReflect--researchers in seven countries are developing, implementing and evaluating teaching sequences using a web-based platform (STOCHASMOS). The interactive web-based inquiry materials support collaborative and reflective work. The learning environments will be iteratively tested and refined, during different phases of…

  2. 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…

  3. Blended Learning Environments: Using Social Networking Sites to Enhance the First Year Experience

    ERIC Educational Resources Information Center

    McCarthy, Joshua

    2010-01-01

    This study explores blending virtual and physical learning environments to enhance the experience of first year by immersing students into university culture through social and academic interaction between peers. It reports on the progress made from 2008 to 2009 using an existing academic platform, the first year design elective course…

  4. Investigating Middle School Students' Perceptions of Their Learning Environments through Drawings

    ERIC Educational Resources Information Center

    McHatton, Patricia Alvarez; Shaunessy-Dedrick, Elizabeth; Farmer, Jennie L.; Ray, Sharon N. E.; Bessette, Harriet J.

    2014-01-01

    The purpose of this study was to explore through student drawings and corresponding narratives, middle grades students' perceptions of their learning environment, which we defined to include pedagogy, interactions (teacher-student and student-student), and climate, and how these may differ based on service delivery model (i.e., gifted, special…

  5. Role of Mobile Technology in Promoting Campus-Wide Learning Environment

    ERIC Educational Resources Information Center

    Hussain, Irshad; Adeeb, Muhammad Aslam

    2009-01-01

    The present study examines the role of mobile technology in promoting campus-wide learning environment. Its main objectives were to a) evaluate the role of mobile technology in higher education in terms of its i). appropriateness ii). flexibility iii). Interactivity, & iv). availability & usefulness and to b). identify the problems of…

  6. 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.

  7. Online EEG-Based Workload Adaptation of an Arithmetic Learning Environment.

    PubMed

    Walter, Carina; Rosenstiel, Wolfgang; Bogdan, Martin; Gerjets, Peter; Spüler, Martin

    2017-01-01

    In this paper, we demonstrate a closed-loop EEG-based learning environment, that adapts instructional learning material online, to improve learning success in students during arithmetic learning. The amount of cognitive workload during learning is crucial for successful learning and should be held in the optimal range for each learner. Based on EEG data from 10 subjects, we created a prediction model that estimates the learner's workload to obtain an unobtrusive workload measure. Furthermore, we developed an interactive learning environment that uses the prediction model to estimate the learner's workload online based on the EEG data and adapt the difficulty of the learning material to keep the learner's workload in an optimal range. The EEG-based learning environment was used by 13 subjects to learn arithmetic addition in the octal number system, leading to a significant learning effect. The results suggest that it is feasible to use EEG as an unobtrusive measure of cognitive workload to adapt the learning content. Further it demonstrates that a promptly workload prediction is possible using a generalized prediction model without the need for a user-specific calibration.

  8. A Question of Questions.

    ERIC Educational Resources Information Center

    Fenwick, John; McMillan, Rod

    In a conventional teaching situation, a lecturer may use a wide range of questioning techniques aimed at helping students to become active learners. In distance learning, students are often isolated and have limited opportunities for interaction in a social learning environment. Hence, learning strategies in distance learning need to be structured…

  9. Parallel-distributed mobile robot simulator

    NASA Astrophysics Data System (ADS)

    Okada, Hiroyuki; Sekiguchi, Minoru; Watanabe, Nobuo

    1996-06-01

    The aim of this project is to achieve an autonomous learning and growth function based on active interaction with the real world. It should also be able to autonomically acquire knowledge about the context in which jobs take place, and how the jobs are executed. This article describes a parallel distributed movable robot system simulator with an autonomous learning and growth function. The autonomous learning and growth function which we are proposing is characterized by its ability to learn and grow through interaction with the real world. When the movable robot interacts with the real world, the system compares the virtual environment simulation with the interaction result in the real world. The system then improves the virtual environment to match the real-world result more closely. This the system learns and grows. It is very important that such a simulation is time- realistic. The parallel distributed movable robot simulator was developed to simulate the space of a movable robot system with an autonomous learning and growth function. The simulator constructs a virtual space faithful to the real world and also integrates the interfaces between the user, the actual movable robot and the virtual movable robot. Using an ultrafast CG (computer graphics) system (FUJITSU AG series), time-realistic 3D CG is displayed.

  10. A Study of the Predictive Relationship between Online Social Presence and ONLE Interaction

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Blocher, J. Michael; Chan, Junn-Yih

    2012-01-01

    Open Network Learning Environments (ONLE) are online networks that afford learners the opportunity to participate in creative content endeavors, personalized identity projections, networked mechanism management, and effective collaborative community integration by applying Web 2.0 tools in open environments. It supports social interaction by…

  11. Interactive Videodisc: the "Why" and the "How." CALICO Monograph Volume 2, Spring 1991.

    ERIC Educational Resources Information Center

    Bush, Michael D.; And Others

    This monograph presents articles on interactive videodisc technology in language learning, ranging from the importance of a theoretical framework, the transition from theory to practice, getting started, design considerations, hypermedia, discovery environments, authoring software, workstation environments, and a look at the future of optical disc…

  12. Exploring Discipline Differentiation in Online Discussion Participation

    ERIC Educational Resources Information Center

    Redmond, Petrea; Devine, Jo; Basson, Marita

    2014-01-01

    Online discussion forums are often the only interaction or communication a student in an online learning environment will have with the course instructor and fellow students. Discussion forums are intended to elicit a range of thinking skills from the students, from purely social interaction to metacognition in order to achieve deep learning.…

  13. Collaborative Interactivity and Integrated Thinking in Brazilian Business Schools Using Cognitive Flexibility Hypertexts: The Panteon Project

    ERIC Educational Resources Information Center

    Lima, Marcos; Koehler, Matthew J.; Spiro, Rand J.

    2004-01-01

    In this article, we discuss how the Harvard Method of case study, Interactive Communication Technologies, and Cognitive Flexibility Theory may contribute to case-based learning about business decision-making. In particular, we are interested in designing learning environments that foster critical thinking, creativity, and reasoning that entertains…

  14. Activity Theory and Technology Mediated Interaction: Cognitive Scaffolding Using Question-Based Consultation on "Facebook"

    ERIC Educational Resources Information Center

    Rambe, Patient

    2012-01-01

    Studies that employed activity theory as a theoretical lens for exploring computer-mediated interaction have not adopted social media as their object of study. However, social media provides lecturers with personalised learning environments for diagnostic and prognostic assessments of student mastery of content and deep learning. The integration…

  15. Theory Presentation and Assessment in a Problem-Based Learning Group.

    ERIC Educational Resources Information Center

    Glenn, Phillip J.; Koschmann, Timothy; Conlee, Melinda

    A study used conversational analysis to examine the reasoning students use in a Problem-Based Learning (PBL) environment as they formulate a theory (in medical contexts, a diagnosis) which accounts for evidence (medical history and symptoms). A videotaped group interaction was analyzed and transcribed. In the segment of interaction examined, the…

  16. Evaluating the Quality of Interaction in Asynchronous Discussion Forums in Fully Online Courses

    ERIC Educational Resources Information Center

    Nandi, Dip; Hamilton, Margaret; Harland, James

    2012-01-01

    Fully online courses are becoming progressively more popular because of their "anytime anywhere" learning flexibility. One of the ways students interact with each other and with the instructors within fully online learning environments is via asynchronous discussion forums. However, student engagement in online discussion forums does not…

  17. Influence of Structure and Interaction on Student Achievement and Satisfaction in Web-Based Distance Learning

    ERIC Educational Resources Information Center

    Lee, Hye-Jung; Rha, Ilju

    2009-01-01

    This study examines the influence of instructional design and management style on student achievement and satisfaction in a web-based distance learning environment. From the literature review, two major instructional design and management styles in web-based distance education were conceptualized as structure and interpersonal interaction. To…

  18. "Homo Virtualis": Virtual Worlds, Learning, and an Ecology of Embodied Interaction

    ERIC Educational Resources Information Center

    Jarmon, Leslie

    2010-01-01

    This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…

  19. Analysing Students' Interactions through Social Presence and Social Network Metrics

    ERIC Educational Resources Information Center

    Martins da Silva, Vanessa Cristina; Siqueira, Sean Wolfgand Matsui

    2016-01-01

    In online learning environments, tutors have several problems to carry out their activities, such as evaluating the student, knowing the right way to guide each student, promoting discussions, and knowing the right time to interact or let students build knowledge alone. We consider scenarios in which teaching and learning occurs in online social…

  20. Investigating Research Approaches: Classroom-Based Interaction Studies in Physical and Virtual Contexts

    ERIC Educational Resources Information Center

    Hartwick, Peggy

    2018-01-01

    This article investigates research approaches used in traditional classroom-based interaction studies for identifying a suitable research method for studies in three-dimensional virtual learning environments (3DVLEs). As opportunities for language learning and teaching in virtual worlds emerge, so too do new research questions. An understanding of…

  1. The Role of Agent Age and Gender for Middle-Grade Girls

    ERIC Educational Resources Information Center

    Kim, Yanghee

    2016-01-01

    Compared to boys, many girls are more aware of a social context in the learning process and perform better when the environment supports frequent interactions and social relationships. For these girls, embodied agents (animated on-screen characters acting as tutors) could afford simulated social interactions in computer-based learning and thereby…

  2. Immersive Environments - A Connectivist Approach

    NASA Astrophysics Data System (ADS)

    Loureiro, Ana; Bettencourt, Teresa

    We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.

  3. Technology Enhanced Learning in Programming Courses--International Perspective

    ERIC Educational Resources Information Center

    Ivanovic, Mirjana; Xinogalos, Stelios; Pitner, Tomáš; Savic, Miloš

    2017-01-01

    Technology enhanced learning (TEL) is increasingly influencing university education, mainly in overcoming disadvantages of direct instruction teaching approaches, and encouraging creativity, problem solving and critical thinking in student-centered, interactive learning environments. In this paper, experiences from object-oriented programming…

  4. Service Learning is also Elementary!

    ERIC Educational Resources Information Center

    Social Studies Review, 1997

    1997-01-01

    Presents 10 ideas for service learning projects designed for elementary schools. Includes having students do local history projects complete with interviews and artifacts, learn about community volunteering, interact with the elderly, care for the environment, recycle materials, and hold canned food drives. (MJP)

  5. Evaluating Web-Based Learning Systems

    ERIC Educational Resources Information Center

    Pergola, Teresa M.; Walters, L. Melissa

    2011-01-01

    Accounting educators continuously seek ways to effectively integrate instructional technology into accounting coursework as a means to facilitate active learning environments and address the technology-driven learning preferences of the current generation of students. Most accounting textbook publishers now provide interactive, web-based learning…

  6. Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters

    NASA Astrophysics Data System (ADS)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

    Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.

  7. Empowering Students in Science through Active Learning: Voices From Inside the Classroom

    NASA Astrophysics Data System (ADS)

    Erickson, Sabrina Ann

    Preparing students for success in the 21st century has shifted the focus of science education from acquiring information and knowledge to mastery of critical thinking and problem-solving skills. The purpose of this qualitative case study was to examine teacher and student perspectives of the relationship between (a) active learning, problem solving, and achievement in science and (b) the conditions that help facilitate this environment. Adapting a social constructivist theoretical framework, high school science teachers and students were interviewed, school records analyzed, curriculum documents studied, and classes observed. The findings revealed that students were engaged with the material in an active learning environment, which led to a sense of involvement, interest, and meaningful learning. Students felt empowered to take ownership of their learning, developed the critical thinking skills necessary to solve problems independently and became aware of how they learn best, which students reported as interactive learning. Moreover, student reflections revealed that an active environment contributed to deeper understanding and higher skills through interaction and discussion, including questioning, explaining, arguing, and contemplating scientific concepts with their peers. Recommendations are for science teachers to provide opportunities for students to work actively, collaborate in groups, and discuss their ideas to develop the necessary skills for achievement and for administrators to facilitate the conditions needed for active learning to occur.

  8. Does the Room Matter? Active Learning in Traditional and Enhanced Lecture Spaces

    ERIC Educational Resources Information Center

    Stoltzfus, Jon R.; Libarkin, Julie

    2016-01-01

    SCALE-UP-type classrooms, originating with the Student-Centered Active Learning Environment with Upside-down Pedagogies project, are designed to facilitate active learning by maximizing opportunities for interactions between students and embedding technology in the classroom. Positive impacts when active learning replaces lecture are well…

  9. Building a Virtual Learning Network for Teachers in a Suburban School District

    ERIC Educational Resources Information Center

    Kurtzworth-Keen, Kristin A.

    2011-01-01

    Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…

  10. Learning in Early Childhood: Experiences, Relationships and "Learning to Be"

    ERIC Educational Resources Information Center

    Tayler, Collette

    2015-01-01

    Learning in the earliest stage of life--the infancy, toddlerhood and preschool period--is relational and rapid. Child-initiated and adult-mediated conversations, playful interactions and learning through active involvement are integral to young children making sense of their environments and to their development over time. The child's experience…

  11. 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…

  12. Collaborative Project-Based Learning: An Integrative Science and Technological Education Project

    ERIC Educational Resources Information Center

    Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan

    2017-01-01

    Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills. Purpose: The study aims to understand how seventh grade students…

  13. An Exploratory Study Comparing the Effectiveness of Lecturing versus Team-Based Learning

    ERIC Educational Resources Information Center

    Huggins, Christopher M.; Stamatel, Janet P.

    2015-01-01

    Lecturing has been criticized for fostering a passive learning environment, emphasizing a one-way flow of information, and not adequately engaging students. In contrast, active-learning approaches, such as team-based learning (TBL), prioritize student interaction and engagement and create multidirectional flows of information. This paper presents…

  14. Students' perception of the learning environment in a distributed medical programme.

    PubMed

    Veerapen, Kiran; McAleer, Sean

    2010-09-24

    The learning environment of a medical school has a significant impact on students' achievements and learning outcomes. The importance of equitable learning environments across programme sites is implicit in distributed undergraduate medical programmes being developed and implemented. To study the learning environment and its equity across two classes and three geographically separate sites of a distributed medical programme at the University of British Columbia Medical School that commenced in 2004. The validated Dundee Ready Educational Environment Survey was sent to all students in their 2nd and 3rd year (classes graduating in 2009 and 2008) of the programme. The domains of the learning environment surveyed were: students' perceptions of learning, students' perceptions of teachers, students' academic self-perceptions, students' perceptions of the atmosphere, and students' social self-perceptions. Mean scores, frequency distribution of responses, and inter- and intrasite differences were calculated. The perception of the global learning environment at all sites was more positive than negative. It was characterised by a strongly positive perception of teachers. The work load and emphasis on factual learning were perceived negatively. Intersite differences within domains of the learning environment were more evident in the pioneer class (2008) of the programme. Intersite differences consistent across classes were largely related to on-site support for students. Shared strengths and weaknesses in the learning environment at UBC sites were evident in areas that were managed by the parent institution, such as the attributes of shared faculty and curriculum. A greater divergence in the perception of the learning environment was found in domains dependent on local arrangements and social factors that are less amenable to central regulation. This study underlines the need for ongoing comparative evaluation of the learning environment at the distributed sites and interaction between leaders of these sites.

  15. Brave New (Interactive) Worlds: A Review of the Design Affordances and Constraints of Two 3D Virtual Worlds as Interactive Learning Environments

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2005-01-01

    Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat environment. This analysis provides an overview of Active Worlds Educational Universe and Adobe…

  16. Information Comparisons in Example-Based Hypermedia Environments: Supporting Learners with Processing Prompts and an Interactive Comparison Tool

    ERIC Educational Resources Information Center

    Gerjets, Peter; Scheiter, Katharina; Schuh, Julia

    2008-01-01

    Global comparisons of learning from hypertext/hypermedia and traditional presentation formats like text have yet failed to show major advantages concerning the effectiveness of hypermedia learning. Thus, it is proposed in the current paper to evaluate hypermedia environments more specifically with regard to their potential to implement and support…

  17. Virtual Worlds as the Next Asset of Virtual Learning Environments for Students in Business?

    ERIC Educational Resources Information Center

    Pelet, Jean-Eric; Lecat, Benoît

    2012-01-01

    The authors' research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an "interactivity design" (IS) course.…

  18. What Do Context Aware Electronic Alerts from Virtual Learning Environments Tell Us about User Time & Location?

    ERIC Educational Resources Information Center

    Crane, Laura; Benachour, Phillip

    2013-01-01

    The paper describes the analysis of user location and time stamp information automatically logged when students receive and interact with electronic updates from the University's virtual learning environment. The electronic updates are sent to students' mobile devices using RSS feeds. The mobile reception of such information can be received in…

  19. A Comparison of Asynchronous Online Text-Based Lectures and Synchronous Interactive Web Conferencing Lectures

    ERIC Educational Resources Information Center

    Skylar, Ashley Ann

    2009-01-01

    Online learning environments are more prevalent in teacher education than ever before. In 2009, many instructors are attempting to emulate traditional instructional methods in the online learning environment as much as possible. Online courses are separated into two categories, (1) asynchronous; and (2) synchronous, depending on the nature of the…

  20. Interaction of Students' Academic Background and Support Levels in a Resource-Based Learning Environment on Earth's Movement

    ERIC Educational Resources Information Center

    So, Wing Mui Winnie; Kong, Siu Cheung

    2010-01-01

    This research aims to study how a resource-based learning environment (RBLE) helps primary students develop better understanding of the Earth's movement. One objective of the study is to establish an RBLE by creating authentic contexts, selecting appropriate resources, designing relevant tools and adopting necessary scaffolds. The other objective…

  1. 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.…

  2. Research on Webbed Connectivity in a Web-Based Learning Environment: Online Social Work Education

    ERIC Educational Resources Information Center

    Noble, Dorinda; Russell, Amy Catherine

    2013-01-01

    This paper describes the preliminary data and analysis of how students in an online MSW program perceive their experiences, interactions, and responses to learning structure, material, and technology in the Web environment. The student perceptions, which have been used to refine the online program, highlight how important it is to students to feel…

  3. Socially Optimized Learning in a Virtual Environment: Reducing Risky Sexual Behavior among Men Who Have Sex with Men

    ERIC Educational Resources Information Center

    Read, Stephen J.; Miller, Lynn C.; Appleby, Paul Robert; Nwosu, Mary E.; Reynaldo, Sadina; Lauren, Ada; Putcha, Anila

    2006-01-01

    A socially optimized learning approach, which integrates diverse theoretical perspectives, places men who have sex with men (MSM) in an interactive virtual environment designed to simulate the emotional, interpersonal, and contextual narrative of an actual sexual encounter while challenging and changing MSM's more automatic patterns of risky…

  4. An Evaluation of Specific Videodisc Courseware on Student Learning in a Rural School Environment.

    ERIC Educational Resources Information Center

    Hasselbring, Ted S.; And Others

    The Tennessee Valley Authority initiated and funded a 2-year study that examined the use of interactive instructional videodiscs in a rural school environment. The purpose of this project was to evaluate the effects of several specific videodisc programs on student learning and academic achievement. Videodisc courseware in mathematics and science…

  5. Designing for Discovery: Interactive Multimedia Learning Environments at Bank Street College. Technical Report No. 15.

    ERIC Educational Resources Information Center

    Wilson, Kathleen; Tally, William

    This report discusses "multimedia" instruction as it applies to successful learning environments at Bank Street College of Education (New York), ranging from pre-electronic to electronic. In four of the interviews detailed, a Bank Street College professor, researcher, and two Bank Street School for Children teachers offer different perspectives…

  6. Intelligent Assistance for Teachers in Collaborative E-Learning Environments

    ERIC Educational Resources Information Center

    Casamayor, Agustin; Amandi, Analia; Campo, Marcelo

    2009-01-01

    Collaborative learning environments provide a set of tools for students acting in groups to interact and accomplish an assigned task. In this kind of systems, students are free to express and communicate with each other, which usually lead to collaboration and communication problems that may require the intervention of a teacher. In this article,…

  7. The Psychological Construct of Encoding Specificity and Its Relationship to Designing Instruction and Tests.

    ERIC Educational Resources Information Center

    Canelos, James; And Others

    The effects of encoding specificity were evaluated for learners: (1) in a typical classroom group learning environment, (2) receiving an audiovisual presentation on an academic subject, and (3) in a group testing environment. Encoding specificity involves the interaction between the encoding phase of memory or the learning context, the stored…

  8. 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…

  9. Preparing Content-Rich Learning Environments with VPython and Excel, Controlled by Visual Basic for Applications

    ERIC Educational Resources Information Center

    Prayaga, Chandra

    2008-01-01

    A simple interface between VPython and Microsoft (MS) Office products such as Word and Excel, controlled by Visual Basic for Applications, is described. The interface allows the preparation of content-rich, interactive learning environments by taking advantage of the three-dimensional (3D) visualization capabilities of VPython and the GUI…

  10. Health science students and their learning environment: a comparison of perceptions of on-site, remote-site, and traditional classroom students.

    PubMed

    Elison-Bowers, P; Snelson, Chareen; Casa de Calvo, Mario; Thompson, Heather

    2008-02-05

    This study compared the responses of on-site, remote-site, and traditional classroom students on measures of student/teacher interaction, course structure, physical learning environment, and overall course enjoyment/satisfaction. The sample population consisted of students taking undergraduate courses in medical terminology at two western colleges. The survey instrument was derived from Thomerson's questionnaire, which included closed- and open-ended questions assessing perceptions of students toward their courses. Controlling for grade expectations, results revealed no significant differences among the on-site, remote-site, and traditional classroom students in any of the four cluster domains. However, a nonsignificant (and continuing) trend suggested that students preferred the traditional classroom environment. When results were controlled for age, significant differences emerged between traditional and nontraditional students on measures of student/teacher interaction, physical learning environment, and overall enjoyment/satisfaction, as nontraditional students exhibited higher scores. Students' responses to open-ended questions indicated they enjoyed the convenience of online instruction, but reported finding frustration with technology itself.

  11. Managing Investment in Teaching and Learning Technologies

    ERIC Educational Resources Information Center

    Coen, Michael; Nicol, David

    2007-01-01

    Information and communications technologies are radically changing the way that teaching and learning activities are organised and delivered within higher education (HE) institutions. A wide range of technologies is being deployed in quite complex and interactive ways, including virtual learning environments (VLEs), mobile communication…

  12. A Mobile-Based E-Learning System

    ERIC Educational Resources Information Center

    Ojokoh, Bolanle Adefowoke; Doyeni, Olubimtan Ayo; Adewale, Olumide Sunday; Isinkaye, Folasade Olubusola

    2013-01-01

    E-learning is an innovative approach for delivering electronically mediated, well-designed, learner-centred interactive learning environments by utilizing internet and digital technologies with respect to instructional design principles. This paper presents the application of Software Development techniques in the development of a Mobile Based…

  13. A Predictive Study of Learner Attitudes Toward Open Learning in a Robotics Class

    NASA Astrophysics Data System (ADS)

    Avsec, Stanislav; Rihtarsic, David; Kocijancic, Slavko

    2014-10-01

    Open learning (OL) strives to transform teaching and learning by applying learning science and emerging technologies to increase student success, improve learning productivity, and lower barriers to access. OL of robotics has a significant growth rate in secondary and/or high schools, but failures exist. Little is known about why many users stop their OL after their initial experience. Previous research done under different task environments has suggested a variety of factors affecting user satisfaction with different types of OL. In this study, we tested a regression model for student satisfaction involving students' attitudes toward OL usage. A survey was conducted to investigate the critical factors affecting students' achievements and satisfaction in OL of robotics with use of own developed direct manipulation learning environment as learning context. A multiple regression analyses were carried out to investigate how different facets of students' expectations and experiences are related to perceived learning achievements and course satisfaction. Descriptive statistics and analysis of variance was performed to determine the effect of predictor variables to student satisfaction. The results demonstrate that students have significantly positive perceptions toward using OL of robotics as a learning-assisted tool. Furthermore, behavioral intention to use OL is influenced by perceived usefulness and self-efficacy. The following five major categories of satisfaction factors with OL course were revealed during analysis of the studies (effect sizes in parentheses): organization (0.69); implementation (0.61); professional content (0.53); interaction (0.43); self-efficacy (0.14). All these effect sizes were judged to be significant and large. The results also showed that learner-mentor/instructor interaction, learner-professional content interaction, and online and offline self-efficacy were good predictors of student satisfaction and course quality. Peer interactions and self-regulated learning have to be considered carefully. A learner-mentor/instructor and learner-professional content interaction are indicated as most significant interactions.

  14. Patterns of interactions at grade 5 classroom in learning the topic of statistics viewed from cognitive load theory

    NASA Astrophysics Data System (ADS)

    Setianingsih, R.

    2018-01-01

    The nature of interactions that occurs among teacher, students, learning sources, and learning environment creates different settings to enhance learning. Any setting created by a teacher is affected by 3 (three) types of cognitive load: intrinsic cognitive load, extraneous cognitive load, and germane cognitive load. This study is qualitative in nature, aims to analyse the patterns of interaction that are constituted in mathematics instructions by taking into account the cognitive load theory. The subjects of this study are 21 fifth-grade students who learn mathematics in small groups and whole-class interactive lessons. The data were collected through classroom observations which were videotaped, while field notes were also taken. The data analysis revealed that students engaged in productive interaction and inquiry while they were learning mathematics in small groups or in whole class setting, in which there was a different type of cognitive load that dominantly affecting the learning processes at each setting. During learning mathematics in whole class setting, the most frequently found interaction patterns were to discuss and compare solution based on self-developed models, followed by expressing opinions. This is consistent with the principles of mathematics learning, which gives students wide opportunities to construct mathematical knowledge through individual learning, learning in small groups as well as learning in whole class settings. It means that by participating in interactive learning, the students are habitually engaged in productive interactions and high level of mathematical thinking.

  15. Visualizer: 3D Gridded Data Visualization Software for Geoscience Education and Research

    NASA Astrophysics Data System (ADS)

    Harwood, C.; Billen, M. I.; Kreylos, O.; Jadamec, M.; Sumner, D. Y.; Kellogg, L. H.; Hamann, B.

    2008-12-01

    In both research and education learning is an interactive and iterative process of exploring and analyzing data or model results. However, visualization software often presents challenges on the path to learning because it assumes the user already knows the locations and types of features of interest, instead of enabling flexible and intuitive examination of results. We present examples of research and teaching using the software, Visualizer, specifically designed to create an effective and intuitive environment for interactive, scientific analysis of 3D gridded data. Visualizer runs in a range of 3D virtual reality environments (e.g., GeoWall, ImmersaDesk, or CAVE), but also provides a similar level of real-time interactivity on a desktop computer. When using Visualizer in a 3D-enabled environment, the software allows the user to interact with the data images as real objects, grabbing, rotating or walking around the data to gain insight and perspective. On the desktop, simple features, such as a set of cross-bars marking the plane of the screen, provide extra 3D spatial cues that allow the user to more quickly understand geometric relationships within the data. This platform portability allows the user to more easily integrate research results into classroom demonstrations and exercises, while the interactivity provides an engaging environment for self-directed and inquiry-based learning by students. Visualizer software is freely available for download (www.keckcaves.org) and runs on Mac OSX and Linux platforms.

  16. A review of assertions about the processes and outcomes of social learning in natural resource management.

    PubMed

    Cundill, G; Rodela, R

    2012-12-30

    Social learning has become a central theme in natural resource management. This growing interest is underpinned by a number of assertions about the outcomes of social learning, and about the processes that support these outcomes. Yet researchers and practitioners who seek to engage with social learning through the natural resource management literature often become disorientated by the myriad processes and outcomes that are identified. We trace the roots of current assertions about the processes and outcomes of social learning in natural resource management, and assess the extent to which there is an emerging consensus on these assertions. Results suggest that, on the one hand, social learning is described as taking place through deliberative interactions amongst multiple stakeholders. During these interactions, it is argued that participants learn to work together and build relationships that allow for collective action. On the other hand, social learning is described as occurring through deliberate experimentation and reflective practice. During these iterative cycles of action, monitoring and reflection, participants learn how to cope with uncertainty when managing complex systems. Both of these processes, and their associated outcomes, are referred to as social learning. Where, therefore, should researchers and practitioners focus their attention? Results suggest that there is an emerging consensus that processes that support social learning involve sustained interaction between stakeholders, on-going deliberation and the sharing of knowledge in a trusting environment. There is also an emerging consensus that the key outcome of such learning is improved decision making underpinned by a growing awareness of human-environment interactions, better relationships and improved problem-solving capacities for participants. Copyright © 2012 Elsevier Ltd. All rights reserved.

  17. Multiple Pathways to Learning: An Examination of Universal Design and Online Strategic Learning in Higher Education

    ERIC Educational Resources Information Center

    Hicks, Maryruth Wilks

    2010-01-01

    The purpose of this study was to examine the effectiveness of universally designed (UD) instruction on strategic learning in an online, interactive learning environment (ILE). The research focused on the premise that the customizable, media-based framework of UD instruction might influence diverse online learning strategies. This study…

  18. Student Learning Centre (SLC) Embraces the New Melbourne Model of Teaching: Facilitating Collaborative Learning

    ERIC Educational Resources Information Center

    Ball, Sarah

    2010-01-01

    Learning is about discovery and change. As schools and universities look to the future, it is fundamental that they provide environments that facilitate collaborative learning and act as points for interaction and social activity. The redevelopment of the existing Engineering Library into a Student Learning Centre (SLC) embraces the new Melbourne…

  19. 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…

  20. Examining the Effect of Academic Procrastination on Achievement Using LMS Data in E-Learning

    ERIC Educational Resources Information Center

    You, Ji Won

    2015-01-01

    This study aimed to investigate the effect of academic procrastination on e-learning course achievement. Because all of the interactions among students, instructors, and contents in an e-learning environment were automatically recorded in a learning management system (LMS), procrastination such as the delays in weekly scheduled learning and late…

  1. 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…

  2. Cooperative Learning Instruction for Conceptual Change in the Concepts of Chemical Kinetics

    ERIC Educational Resources Information Center

    Kirik, Ozgecan Tastan; Boz, Yezdan

    2012-01-01

    Learning is a social event and so the students need learning environments that enable them to work with their peers so that they can learn through their interactions. This study discusses the effectiveness of cooperative learning compared to traditional instruction in terms of students' motivation and understanding of chemical kinetics in a high…

  3. 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.…

  4. Collaborative Spaces for GIS-Based Multimedia Cartography in Blended Environments

    ERIC Educational Resources Information Center

    Balram, Shivanand; Dragicevic, Suzana

    2008-01-01

    The interaction spaces between instructors and learners in the traditional face-to-face classroom environment are being changed by the diffusion and adoption of many forms of computer-based pedagogy. An integrated understanding of these evolving interaction spaces together with how they interconnect and leverage learning are needed to develop…

  5. To Txt or Not to Txt: That's the Puzzle

    ERIC Educational Resources Information Center

    Goh, Tiong-Thye; Hooper, Val

    2007-01-01

    This paper describes the potential use of a mobile phone Short Message Service (SMS) crossword puzzle system to promote interaction through learning activities in a large classroom environment. While personal response systems (PRS) have been used in the classroom environment to foster interaction, it is not an ideal tool with respect to cost and…

  6. Development of L2 Interactional Resources for Online Collaborative Task Accomplishment

    ERIC Educational Resources Information Center

    Balaman, Ufuk; Sert, Olcay

    2017-01-01

    Technology-mediated task environments have long been considered integral parts of L2 learning and teaching processes. However, the interactional resources that the learners deploy to complete tasks in these environments have remained largely unexplored due to an overall focus on task design and outcomes rather than task engagement processes. With…

  7. Development and Evaluation of an Interactive Mobile Learning Environment with Shared Display Groupware

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Lin, Yi Lung

    2010-01-01

    When using mobile devices in support of learning activities, students gain mobility, but problems arise when group members share information. The small size of the mobile device screen becomes problematic when it is being used by two or more students to share and exchange information. This problem affects interactions among group members. To…

  8. Key Factors for the Development of a Culturally Appropriate Interactive Multimedia Informative Program for Aboriginal Health Workers

    ERIC Educational Resources Information Center

    El Sayed, Faeka; Soar, Jeffrey; Wang, Zoe

    2012-01-01

    This research aims to create and evaluate a model for a culturally appropriate, interactive, multimedia and informative health program for Aboriginal and Torres Strait Islander health workers that aims to improve the capacity to independently control their learning within an attractive learning environment. The research also aims to provide…

  9. Fractangi: A Tangible Learning Environment for Learning about Fractions with an Interactive Number Line

    ERIC Educational Resources Information Center

    Mpiladeri, Magda; Palaigeorgiou, George; Lemonidis, Charalampos

    2016-01-01

    Tangible user interfaces (TUIs) are frequently used to teach children abstract concepts, in science and mathematics. TUIs offer a natural and immediate form of interaction that promotes active and hands-on engagement and allows for exploration and reflection. Tangible objects are representational artifacts in their essence, and they increase the…

  10. Learning Protein Structure with Peers in an AR-Enhanced Learning Environment

    ERIC Educational Resources Information Center

    Chen, Yu-Chien

    2013-01-01

    Augmented reality (AR) is an interactive system that allows users to interact with virtual objects and the real world at the same time. The purpose of this dissertation was to explore how AR, as a new visualization tool, that can demonstrate spatial relationships by representing three dimensional objects and animations, facilitates students to…

  11. Relationship between Students' Emotional Intelligence, Social Bond, and Interactions in Online Learning

    ERIC Educational Resources Information Center

    Han, Heeyoung; Johnson, Scott D.

    2012-01-01

    The purpose of the study was to investigate the relationship between students' emotional intelligence, social bond, and their interactions in an online learning environment. The research setting in this study was a 100% online master's degree program within a university located in the Midwest of the United States. Eighty-four students participated…

  12. Talk with Me: Student Behaviours and Pronoun Use as Indicators of Discourse Health across Facilitation Methods

    ERIC Educational Resources Information Center

    Epp, Carrie Demmans; Phirangee, Krystle; Hewitt, Jim

    2017-01-01

    Identifying which online behaviours and interactions are associated with student perceptions of being supported will enable a deeper understanding of how those activities contribute to learning experiences. Student language is one aspect of their interaction in need of greater exploration within discourse-based online learning environments. As a…

  13. Identifying Affordances of 3D Printed Tangible Models for Understanding Core Biological Concepts

    ERIC Educational Resources Information Center

    Davenport, Jodi L.; Silberglitt, Matt; Boxerman, Jonathan; Olson, Arthur

    2014-01-01

    3D models derived from actual molecular structures have the potential to transform student learning in biology. We share findings related to our research questions: 1) what types of interactions with a protein folding kit promote specific learning objectives?, and 2) what features of the instructional environment (e.g., peer interactions, teacher…

  14. Towards a Better Understanding of the Potential of Interactive Whiteboards in Stimulating Mathematics Learning

    ERIC Educational Resources Information Center

    De Vita, Mauro; Verschaffel, Lieven; Elen, Jan

    2018-01-01

    This research explored the stimulation of mathematics understanding and learning in an Interactive Whiteboard (IWB) environment. IWB affordances appear to be best used when mathematical tasks engage students in mathematical reasoning and when all students are involved in the discussion. The intent of this project was to design and implement,…

  15. "Cancer Cell Biology:" A Student-Centered Instructional Module Exploring the Use of Multimedia to Enrich Interactive, Constructivist Learning of Science

    ERIC Educational Resources Information Center

    Bockholt, Susanne M.; West, J. Paige; Bollenbacher, Walter E.

    2003-01-01

    Multimedia has the potential of providing bioscience education novel learning environments and pedagogy applications to foster student interest, involve students in the research process, advance critical thinking/problem-solving skills, and develop conceptual understanding of biological topics. "Cancer Cell Biology," an interactive, multimedia,…

  16. Pedagogical and Technological Augmentation of Mobile Learning for Young Children Interactive Learning Environments

    ERIC Educational Resources Information Center

    Kim, Yanghee; Smith, Diantha

    2017-01-01

    The ubiquity and educational potential of mobile applications are well acknowledged. This paper proposes six theory-based, pedagogical strategies to guide interaction design of mobile apps for young children. Also, to augment the capabilities of mobile devices, we used a humanoid robot integrated with a smartphone and developed an English-learning…

  17. 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…

  18. E-Learning System of Asia through Open Courseware (OCW) and Educational Resources (OER) for Universal Access to Knowledge and Information

    ERIC Educational Resources Information Center

    Kayal, Soumen; Das, Baisakhi

    2017-01-01

    One of the most impressive uses of information and communication technology is the advent of e-learning. The current E-learning system mainly plays a role of learning assistance such as providing learning content or learning information, and sometime it provides channels or platform in the learning environment for discussion and interaction. In…

  19. Treasure hunt of mineral resources: a serious game in a virtual world

    NASA Astrophysics Data System (ADS)

    Boniello, Annalisa

    2015-04-01

    This posterdescribes a geoscience activities on mineral resources for students of 14-18 years old. The activities are created as a treasure hunt of mineral resources, students must pass test and solve questions, search mineral in different environments: near a volcanos, in the river, in a lake, in a cave, under the sea and on a mountain. The activity is created using a virtual environment a virtual world built with a software, Opensim, a opensource software. In this virtual world every student as avatar, a virtual rapresentation of himself, search information, objects, mineral as in a serious game, a digital serious game. In the serious game buit as a treasure hunt, students interact with environment in a learning by doing, and they interact with other students in a cooperative learning and a collaborative environment. In the hunt there is a challenge that student must overcome: understanding what is a mineral resource collecting data on mineral analyzing environments where they are created so the students can improve motivation and learn, and improve scientific skills.

  20. Determining sociability, social space, and social presence in (a)synchronous collaborative groups.

    PubMed

    Kreijns, Karel; Kirschner, Paul A; Jochems, Wim; Van Buuren, Hans

    2004-04-01

    The effectiveness of group learning in asynchronous distributed learning groups depends on the social interaction that takes place. This social interaction affects both cognitive and socioemotional processes that take place during learning, group forming, establishment of group structures, and group dynamics. Though now known to be important, this aspect is often ignored, denied or forgotten by educators and researchers who tend to concentrate on cognitive processes and on-task contexts. This "one-sided" educational focus largely determines the set of requirements in the design of computer-supported collaborative learning (CSCL) environments resulting in functional CSCL environments. In contrast, our research is aimed at the design and implementation of sociable CSCL environments which may increase the likelihood that a sound social space will emerge. We use a theoretical framework that is based upon an ecological approach to social interaction, centering on the concept of social affordances, the concept of the sociability of CSCL environments, and social presence theory. The hypothesis is that the higher the sociability, the more likely that social interaction will take place or will increase, and the more likely that this will result in an emerging sound social space. In the present research, the variables of interest are sociability, social space, and social presence. This study deals with the construction and validation of three instruments to determine sociability, social space, and social presence in (a)synchronous collaborating groups. The findings suggest that the instruments have potential to be useful as measures for the respective variables. However, it must be realized that these measures are "first steps."

  1. Reinforcement learning: Solving two case studies

    NASA Astrophysics Data System (ADS)

    Duarte, Ana Filipa; Silva, Pedro; dos Santos, Cristina Peixoto

    2012-09-01

    Reinforcement Learning algorithms offer interesting features for the control of autonomous systems, such as the ability to learn from direct interaction with the environment, and the use of a simple reward signalas opposed to the input-outputs pairsused in classic supervised learning. The reward signal indicates the success of failure of the actions executed by the agent in the environment. In this work, are described RL algorithmsapplied to two case studies: the Crawler robot and the widely known inverted pendulum. We explore RL capabilities to autonomously learn a basic locomotion pattern in the Crawler, andapproach the balancing problem of biped locomotion using the inverted pendulum.

  2. Group dynamics and social interaction in a South Asian online learning forum for faculty development of medical teachers.

    PubMed

    Anshu; Sharma, M; Burdick, W P; Singh, T

    2010-04-01

    Group dynamics of online medical faculty development programs have not been analyzed and reported in literature. Knowledge of the types of content of posted messages will help to understand group dynamics and promote participation in an asynchronous learning environment. This paper assesses group dynamics and social interactivity in an online learning environment for medical teachers in the South Asian context. Participants of a medical education fellowship program conducted by the Foundation for Advancement of International Medical Education and Research (FAIMER) Regional Institute at Christian Medical College, Ludhiana (CMCL) in India interact on a listserv called the Mentoring-Learning Web (ML-Web). Monthly topics for online discussion are chosen by fellows through a standard tool called "multi-voting". Fellows volunteer to moderate sessions and direct the pace of the discussion. We analyzed the content and process of the discussion of one particular month. The emails were categorized as those that reflected cognitive presence (dealing with construction and exploration of knowledge), teacher presence (dealing with instructional material and learning resources), and social presence, or were administrative in nature. Social emails were further classified as: affective, cohesive and interactive. Social emails constituted one-third of the total emails. Another one-quarter of the emails dealt with sharing of resources and teacher presence, while cognitive emails comprised 36.2% of the total. More than half of the social emails were affective, while a little less than one-third were cohesive. Social posts are an inevitable part of online learning. These posts promote bonding between learners and contribute to better interaction and collaboration in online learning. Moderators should be aware of their presence and use them as tools to promote interactivity.

  3. Facilitating interpersonal interaction and learning online: linking theory and practice.

    PubMed

    Sargeant, Joan; Curran, Vernon; Allen, Michael; Jarvis-Selinger, Sandra; Ho, Kendall

    2006-01-01

    An earlier study of physicians' perceptions of interactive online learning showed that these were shaped both by program design and quality and the quality and quantity of interpersonal interaction. We explore instructor roles in enhancing online learning through interpersonal interaction and the learning theories that inform these. This was a qualitative study using focus groups and interviews. Using purposive sampling, 50 physicians were recruited based on their experience with interactive online CME and face-to-face CME. Qualitative thematic and interpretive analysis was used. Two facilitation roles appeared key: creating a comfortable learning environment and enhancing the educational value of electronic discussions. Comfort developed gradually, and specific interventions like facilitating introductions and sharing experiences in a friendly, informative manner were helpful. As in facilitating effective small-group learning, instructors' thoughtful use of techniques that facilitated constructive interaction based on learner's needs and practice demands contributed to the educational value of interpersonal interactions. Facilitators require enhanced skills to engage learners in meaningful interaction and to overcome the transactional distance of online learning. The use of learning theories, including behavioral, cognitive, social, humanistic, and constructivist, can strengthen the educational design and facilitation of online programs. Preparation for online facilitation should include instruction in the roles and techniques required and the theories that inform them.

  4. Addressing key concepts in physical geography through interactive learning activities in an online geo-ICT environment

    NASA Astrophysics Data System (ADS)

    Verstraeten, Gert; Steegen, An; Martens, Lotte

    2016-04-01

    The increasing number of geospatial datasets and free online geo-ICT tools offers new opportunities for education in Earth Sciences. Geospatial technology indeed provides an environment through which interactive learning can be introduced in Earth Sciences curricula. However, the effectiveness of such e-learning approaches in terms of learning outcomes has rarely been addressed. Here, we present our experience with the implementation of digital interactive learning activities within an introductory Physical Geography course attended by 90 undergraduate students in Geography, Geology, Biology and Archaeology. Two traditional lectures were replaced by interactive sessions (each 2 h) in a flexible classroom where students had to work both in team and individually in order to explore some key concepts through the integrated use of geospatial data within Google EarthTM. A first interactive lesson dealt with the classification of river systems and aimed to examine the conditions under which rivers tend to meander or to develop a braided pattern. Students were required to collect properties of rivers (river channel pattern, channel slope, climate, discharge, lithology, vegetation, etc). All these data are available on a global scale and have been added as separate map layers in Google EarthTM. Each student collected data for at least two rivers and added this information to a Google Drive Spreadsheet accessible to the entire group. This resulted in a database of more than one hundred rivers spread over various environments worldwide. In a second phase small groups of students discussed the potential relationships between river channel pattern and its controlling factors. Afterwards, the findings of each discussion group were presented to the entire audience. The same set-up was followed in a second interactive session to explore spatial variations in ecosystem properties such as net primary production and soil carbon content. The qualitative evaluation of both interactive sessions showed that the majority of students perceive these as very useful and inspiring. Students were more capable in exploring the spatial linkages between various environmental variables and processes compared to traditional lectures. Furthermore, the format of the sessions offered a forum in which undergraduate students from a variety of disciplines discussed the learning content in mixed groups. The success of interactive learning activities, however, strongly depends on the quality of the educational infrastructure (flexible spaces, wireless connections with sufficient broadband capacity).

  5. Cooperative Learning as a Tool To Teach Vertebrate Anatomy.

    ERIC Educational Resources Information Center

    Koprowski, John L.; Perigo, Nan

    2000-01-01

    Describes a method for teaching biology that includes more investigative exercises that foster an environment for cooperative learning in introductory laboratories that focus on vertebrates. Fosters collaborative learning by facilitating interaction between students as they become experts on their representative vertebrate structures. (SAH)

  6. Inside Out: Detecting Learners' Confusion to Improve Interactive Digital Learning Environments

    ERIC Educational Resources Information Center

    Arguel, Amaël; Lockyer, Lori; Lipp, Ottmar V.; Lodge, Jason M.; Kennedy, Gregor

    2017-01-01

    Confusion is an emotion that is likely to occur while learning complex information. This emotion can be beneficial to learners in that it can foster engagement, leading to deeper understanding. However, if learners fail to resolve confusion, its effect can be detrimental to learning. Such detrimental learning experiences are particularly…

  7. 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…

  8. Guidelines towards the Facilitation of Interactive Online Learning Programmes in Higher Education

    ERIC Educational Resources Information Center

    Mbati, Lydia; Minnaar, Ansie

    2015-01-01

    The creation of online platforms that establish new learning environments has led to the proliferation of institutions offering online learning programmes. However, the use of technologies for teaching and learning requires sound content specialization, as well as grounding in pedagogy. While gains made by constructivism and observational learning…

  9. 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…

  10. Mining Learning Behavioral Patterns of Students by Sequence Analysis in Cloud Classroom

    ERIC Educational Resources Information Center

    Liu, Sanya; Hu, Zhenfan; Peng, Xian; Liu, Zhi; Cheng, H. N. H.; Sun, Jianwen

    2017-01-01

    In a MOOC environment, each student's interaction with the course content is a crucial clue for learning analytics, which offers an opportunity to record learner activity of unprecedented scale. In online learning, the educators and the administrators need to get informed with students' learning states since the performance of unsupervised…

  11. Content and Language Integrated Learning by Interaction. Fremdsprachendidaktik inhalts-und lernerorientiert. Volume 26

    ERIC Educational Resources Information Center

    Kupetz, Rita, Ed.; Becker, Carmen, Ed.

    2014-01-01

    Content and Language Integrated Learning (CLIL) is an established approach to support multilingualism in Europe by teaching various school subjects in an additional language. The practices used, however, vary considerably. Our book considers this diversity by looking at CLIL scenarios, defined as learning environments supporting content learning,…

  12. Are Learning Styles Relevant to Virtual Reality?

    ERIC Educational Resources Information Center

    Chen, Chwen Jen; Toh, Seong Chong; Ismail, Wan Mohd Fauzy Wan

    2005-01-01

    This study aims to investigate the effects of a virtual reality (VR)-based learning environment on learners with different learning styles. The findings of the aptitude-by-treatment interaction study have shown that learners benefit most from the VR (guided exploration) mode, irrespective of their learning styles. This shows that the VR-based…

  13. Revisiting Nature vs. Nurture: Implications for the Teaching/Learning Process.

    ERIC Educational Resources Information Center

    French, Fred

    2003-01-01

    Child development theories conclude that nature and nurture interactively shape individual development. Implications for education are that children learn better when they feel wanted and are in a supportive environment. Teaching needs to go beyond pure content and focus on learning how to learn. Assessment should focus on the use of knowledge…

  14. Social learning: medical student perceptions of geriatric house calls.

    PubMed

    Abbey, Linda; Willett, Rita; Selby-Penczak, Rachel; McKnight, Roberta

    2010-01-01

    Bandura's social learning theory provides a useful conceptual framework to understand medical students' perceptions of a house calls experience at Virginia Commonwealth University School of Medicine. Social learning and role modeling reflect Liaison Committee on Medical Education guidelines for "Medical schools (to) ensure that the learning environment for medical students promotes the development of explicit and appropriate professional attributes (attitudes, behaviors, and identity) in their medical students." This qualitative study reports findings from open-ended survey questions from 123 medical students who observed a preceptor during house calls to elderly homebound patients. Their comments included reflections on the medical treatment as well as interactions with family and professional care providers. Student insights about the social learning process they experienced during house calls to geriatric patients characterized physician role models as dedicated, compassionate, and communicative. They also described patient care in the home environment as comprehensive, personalized, more relaxed, and comfortable. Student perceptions reflect an appreciation of the richness and complexity of details learned from home visits and social interaction with patients, families, and caregivers.

  15. Understanding the optimal learning environment in palliative care.

    PubMed

    Connell, Shirley E; Yates, Patsy; Barrett, Linda

    2011-07-01

    The learning experiences of student nurses undertaking clinical placement are reported widely, however little is known about the learning experiences of health professionals undertaking continuing professional development (CPD) in a clinical setting, especially in palliative care. The aim of this study, which was conducted as part of the national evaluation of a professional development program involving clinical attachments with palliative care services (The Program of Experience in the Palliative Approach [PEPA]), was to explore factors influencing the learning experiences of participants over time. Thirteen semi-structured, one-to-one telephone interviews were conducted with five participants throughout their PEPA experience. The analysis was informed by the traditions of adult, social and psychological learning theories and relevant literature. The participants' learning was enhanced by engaging interactively with host site staff and patients, and by the validation of their personal and professional life experiences together with the reciprocation of their knowledge with host site staff. Self-directed learning strategies maximised the participants' learning outcomes. Inclusion in team activities aided the participants to feel accepted within the host site. Personal interactions with host site staff and patients shaped this social/cultural environment of the host site. Optimal learning was promoted when participants were actively engaged, felt accepted and supported by, and experienced positive interpersonal interactions with, the host site staff. Copyright © 2010 Elsevier Ltd. All rights reserved.

  16. Virtual Environments in Biology Teaching

    ERIC Educational Resources Information Center

    Mikropoulos, Tassos A.; Katsikis, Apostolos; Nikolou, Eugenia; Tsakalis, Panayiotis

    2003-01-01

    This article reports on the design, development and evaluation of an educational virtual environment for biology teaching. In particular it proposes a highly interactive three-dimensional synthetic environment involving certain learning tasks for the support of teaching plant cell biology and the process of photosynthesis. The environment has been…

  17. Optimal critic learning for robot control in time-varying environments.

    PubMed

    Wang, Chen; Li, Yanan; Ge, Shuzhi Sam; Lee, Tong Heng

    2015-10-01

    In this paper, optimal critic learning is developed for robot control in a time-varying environment. The unknown environment is described as a linear system with time-varying parameters, and impedance control is employed for the interaction control. Desired impedance parameters are obtained in the sense of an optimal realization of the composite of trajectory tracking and force regulation. Q -function-based critic learning is developed to determine the optimal impedance parameters without the knowledge of the system dynamics. The simulation results are presented and compared with existing methods, and the efficacy of the proposed method is verified.

  18. Evaluating Multiple Levels of an Interaction Fidelity Continuum on Performance and Learning in Near-Field Training Simulations.

    PubMed

    Bhargava, Ayush; Bertrand, Jeffrey W; Gramopadhye, Anand K; Madathil, Kapil C; Babu, Sabarish V

    2018-04-01

    With costs of head-mounted displays (HMDs) and tracking technology decreasing rapidly, various virtual reality applications are being widely adopted for education and training. Hardware advancements have enabled replication of real-world interactions in virtual environments to a large extent, paving the way for commercial grade applications that provide a safe and risk-free training environment at a fraction of the cost. But this also mandates the need to develop more intrinsic interaction techniques and to empirically evaluate them in a more comprehensive manner. Although there exists a body of previous research that examines the benefits of selected levels of interaction fidelity on performance, few studies have investigated the constituent components of fidelity in a Interaction Fidelity Continuum (IFC) with several system instances and their respective effects on performance and learning in the context of a real-world skills training application. Our work describes a large between-subjects investigation conducted over several years that utilizes bimanual interaction metaphors at six discrete levels of interaction fidelity to teach basic precision metrology concepts in a near-field spatial interaction task in VR. A combined analysis performed on the data compares and contrasts the six different conditions and their overall effects on performance and learning outcomes, eliciting patterns in the results between the discrete application points on the IFC. With respect to some performance variables, results indicate that simpler restrictive interaction metaphors and highest fidelity metaphors perform better than medium fidelity interaction metaphors. In light of these results, a set of general guidelines are created for developers of spatial interaction metaphors in immersive virtual environments for precise fine-motor skills training simulations.

  19. Automated analysis of short responses in an interactive synthetic tutoring system for introductory physics

    NASA Astrophysics Data System (ADS)

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

    2016-06-01

    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 of a project to develop and test an interactive learning environment designed to help students learn introductory physics concepts. The system is designed around an interactive video tutoring interface. We have analyzed 9 with about 150 responses or less. We observe for 4 of the 9 automated assessment with interrater agreement of 70% or better with the human rater. This level of agreement may represent a baseline for practical utility in instruction and indicates that the method warrants further investigation for use in this type of application. Our results also suggest strategies that may be useful for writing activities and questions that are more appropriate for automated assessment. These strategies include building activities that have relatively few conceptually distinct ways of perceiving the physical behavior of relatively few physical objects. Further success in this direction may allow us to promote interactivity and better provide feedback in online learning systems. These capabilities could enable our system to function more like a real tutor.

  20. An Interactive Learning Environment for Teaching the Imperative and Object-Oriented Programming Techniques in Various Learning Contexts

    NASA Astrophysics Data System (ADS)

    Xinogalos, Stelios

    The acquisition of problem-solving and programming skills in the era of knowledge society seems to be particularly important. Due to the intrinsic difficulty of acquiring such skills various educational tools have been developed. Unfortunately, most of these tools are not utilized. In this paper we present the programming microworlds Karel and objectKarel that support the procedural-imperative and Object-Oriented Programming (OOP) techniques and can be used for supporting the teaching and learning of programming in various learning contexts and audiences. The paper focuses on presenting the pedagogical features that are common to both environments and mainly on presenting the potential uses of these environments.

  1. [Distance education: use of the WebCT as a support tool for teaching intravenous therapy in nursing undergraduate programs].

    PubMed

    Dias, Denise Costa; Cassiani, Silvia Helena De Bortoli

    2003-01-01

    This investigation focused on a learning environment via internet, through which Intravenous Therapy (IVT) was taught. Due to its complexity, Intravenous Therapy was chosen against numerous subjects to be taught through an e-learning environment, by comprising both technical procedures and conceptual aspects that can be discussed through a virtual learning environment. The objectives of this study were to develop educational material about Intravenous Therapy to guide students through the learning related to intravenous therapy, to have the related educational material evaluated by experts, and to evaluate the students' use of this material, considering difficulties and/or advantages, participation/interaction in this environment, and usability of its tools. The interface used for the internet-based training program was WebCT.

  2. "I'll Take Care of the Flowers!" Researching Agency through Initiatives across Different Learning Environments

    ERIC Educational Resources Information Center

    Kangas, Marjaana; Kopisto, Kaisa; Löfman, Krista; Salo, Laura; Krokfors, Leena

    2017-01-01

    This case study examined how the agency of a fifth-grade pupil appeared across different learning environments in the primary school context. In this study, agency is defined as the initiatives taken by an individual in interactive situations. The research question is: how does a pupil's agency manifest and vary through taking initiatives across…

  3. The Effects of Interactive Learning Environments on Cooperative Learning Achievement and Student Anxiety in Environmental Education

    ERIC Educational Resources Information Center

    Yavuz, Soner

    2007-01-01

    All events in the world are caused by chemical events and reactions. One of the most important aims of life chemistry is bringing up individuals who have sensitivity towards the environment and environmental awareness; could apply their learnt knowledge to daily issues and problems; have the ability to comment and adopt their knowledge into…

  4. Social Influences on the Creative Process: An Examination of Children's Creativity and Learning in Dance

    ERIC Educational Resources Information Center

    Giguere, Miriam

    2011-01-01

    The purpose of this paper is to look at the influences of social interaction and learning environment on children's creativity in dance. Data from two separate studies are examined in which a total of thirty-seven fifth grade students created nine dances. This examination aims to (1) identify crucial elements of the classroom environment, which…

  5. Using Learning Analytics to Identify Medical Student Misconceptions in an Online Virtual Patient Environment

    ERIC Educational Resources Information Center

    Poitras, Eric G.; Naismith, Laura M.; Doleck, Tenzin; Lajoie, Susanne P.

    2016-01-01

    This study aimed to identify misconceptions in medical student knowledge by mining user interactions in the MedU online learning environment. Data from 13000 attempts at a single virtual patient case were extracted from the MedU MySQL database. A subgroup discovery method was applied to identify patterns in learner-generated annotations and…

  6. Distance Learning between German and Japanese School Classes Based on a Real Time Video Conference Environment.

    ERIC Educational Resources Information Center

    Graf, Klaus-D.

    We have established an environment for German-Japanese school education projects using real time interactive audio-visual distance learning between remote classrooms. In periods of 8-12 weeks, two classes are dealing with the same subject matter, exchanging materials and results via e-mail and Internet. At 3 or 4 occasions the classes met on…

  7. 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…

  8. Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

    PubMed

    Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P

    2004-01-01

    Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.

  9. 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,…

  10. Differences in Learning Styles and Satisfaction between Traditional Face-to-Face and Online Web-Based Sport Management Studies Students

    ERIC Educational Resources Information Center

    West, Ellen Jo

    2010-01-01

    Each student has a unique learning style or individual way of perceiving, interacting, and responding to a learning environment. The purpose of this study was to identify and compare the prevalence of learning styles among undergraduate Sport Management Studies (SMS) students at California University of Pennsylvania (Cal U). Learning style…

  11. 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)

  12. Visuospatial Cognition in Electronic Learning

    ERIC Educational Resources Information Center

    Shah, Priti; Freedman, Eric G.

    2003-01-01

    Static, animated, and interactive visualizations are frequently used in electronic learning environments. In this article, we provide a brief review of research on visuospatial cognition relevant to designing e-learning tools that use these displays. In the first section, we discuss the possible cognitive benefits of visualizations consider used…

  13. Flexible Classroom Furniture

    ERIC Educational Resources Information Center

    Kim Hassell,

    2011-01-01

    Classroom design for the 21st-century learning environment should accommodate a variety of learning skills and needs. The space should be large enough so it can be configured to accommodate a number of learning activities. This also includes furniture that provides flexibility and accommodates collaboration and interactive work among students and…

  14. Distance Education and Situated Learning: Paradox or Partnership?

    ERIC Educational Resources Information Center

    Hummel, Hans G. K.

    1993-01-01

    Discusses the possibilities of using situated learning theory in distance education and describes the instructional design of a course on soil and the environment offered at the Open University of the Netherlands that incorporates situated learning. The use of interactive videodisk is described. (Contains 49 references.) (LRW)

  15. Student Perceptions of Chemistry Laboratory Learning Environments, Student-Teacher Interactions and Attitudes in Secondary School Gifted Education Classes in Singapore

    NASA Astrophysics Data System (ADS)

    Lang, Quek Choon; Wong, Angela F. L.; Fraser, Barry J.

    2005-09-01

    This study investigated the chemistry laboratory classroom environment, teacher-student interactions and student attitudes towards chemistry among 497 gifted and non-gifted secondary-school students in Singapore. The data were collected using the 35-item Chemistry Laboratory Environment Inventory (CLEI), the 48-item Questionnaire on Teacher Interaction (QTI) and the 30-item Questionnaire on Chemistry-Related Attitudes (QOCRA). Results supported the validity and reliability of the CLEI and QTI for this sample. Stream (gifted versus non-gifted) and gender differences were found in actual and preferred chemistry laboratory classroom environments and teacher-student interactions. Some statistically significant associations of modest magnitude were found between students' attitudes towards chemistry and both the laboratory classroom environment and the interpersonal behaviour of chemistry teachers. Suggestions for improving chemistry laboratory classroom environments and the teacher-student interactions for gifted students are provided.

  16. 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.

  17. Exploring the Cognitive Loads of High-School Students as They Learn Concepts in Web-Based Environments

    ERIC Educational Resources Information Center

    Chang, Cheng-Chieh; Yang, Fang-Ying

    2010-01-01

    This study measured high-school learners' cognitive load as they interacted with different web-based curriculum components, and examined the interactions between cognitive load and web-based concept learning. Participants in this study were 105 11th graders from an academic senior high school in Taiwan. An online, multimedia curriculum on the…

  18. Exploring the Role of Physics Representations: An Illustrative Example from Students Sharing Knowledge about Refraction

    ERIC Educational Resources Information Center

    Fredlund, Tobias; Airey, John; Linder, Cedric

    2012-01-01

    Research has shown that interactive engagement enhances student learning outcomes. A growing body of research suggests that the representations we use in physics are important in such learning environments. In this paper we draw on a number of sources in the literature to explore the role of representations in interactive engagement in physics. In…

  19. Students' Perceptions of Learner-Learner Interactions that Weaken a Sense of Community in an Online Learning Environment

    ERIC Educational Resources Information Center

    Phirangee, Krystle

    2016-01-01

    Despite the growth of its popularity in recent years, online learning has demonstrated high dropout rates compared to dropout rates in traditional face-to-face courses. Prior research attributes attrition to the physical isolation of students from one another and the lack of interaction between and among them--factors which foster feelings of…

  20. Hands-On! Living in the Biosphere: Production, Pattern, Population, and Diversity. Developing Active Learning Module on the Human Dimensions of Global Change.

    ERIC Educational Resources Information Center

    Brown, Dwight

    Biogeography examines questions of organism inventory and pattern, organisms' interactions with the environment, and the processes that create and change inventory, pattern, and interactions. This learning module uses time series maps and simple simulation models to illustrate how human actions alter biological productivity patterns at local and…

  1. The Adoption of Mobile Learning in a Traditional Training Environment: The C95-Challenge Project Experience

    ERIC Educational Resources Information Center

    Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio

    2016-01-01

    Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…

  2. Examining the Characteristics of Student Postings That Are Liked and Linked in a CSCL Environment

    ERIC Educational Resources Information Center

    Makos, Alexandra; Lee, Kyungmee; Zingaro, Daniel

    2015-01-01

    This case study is the first iteration of a large-scale design-based research project to improve Pepper, an interactive discussion-based learning environment. In this phase, we designed and implemented two social features to scaffold positive learner interactivity behaviors: a "Like" button and linking tool. A mixed-methods approach was…

  3. Integrating History of Science in Science Education through Historical Microworlds to Promote Conceptual Change

    ERIC Educational Resources Information Center

    Masson, Steve; Vazquez-Abad, Jesus

    2006-01-01

    This paper proposes a new way to integrate history of science in science education to promote conceptual change by introducing the notion of historical microworld, which is a computer-based interactive learning environment respecting historic conceptions. In this definition, "interactive" means that the user can act upon the virtual environment by…

  4. D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform

    NASA Astrophysics Data System (ADS)

    Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.

    2011-12-01

    The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? Which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment? We will share our progress and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.

  5. Medical students' evaluation of physiology learning environments in two Nigerian medical schools.

    PubMed

    Anyaehie, U S B; Nwobodo, E; Oze, G; Nwagha, U I; Orizu, I; Okeke, T; Anyanwu, G E

    2011-06-01

    The expansion of biomedical knowledge and the pursuit of more meaningful learning have led to world-wide evidence-based innovative changes in medical education and curricula. The recent emphasis on problem-based learning (PBL) and student-centred learning environments are, however, not being implemented in Nigerian medical schools. Traditional didactic lectures thus predominate, and learning is further constrained by funding gaps, poor infrastructure, and increasing class sizes. We reviewed medical students' perceptions of their exposed learning environment to determine preferences, shortcomings, and prescriptions for improvements. The results confirm declining interest in didactic lectures and practical sessions with preferences for peer-tutored discussion classes, which were considered more interactive and interesting. This study recommends more emphasis on student-centered learning with alternatives to passive lecture formats and repetitive cookbook practical sessions. The institutionalization of student feedback processes in Nigerian medical schools is also highly recommended.

  6. Innovative Environmental Protection Tools

    EPA Pesticide Factsheets

    Local decision makers and citizens can make use of EPA tools for interacting with and learning about their local environments with tools that include green apps, My Environment, the National Stormwater Calculator, EPEAT, and EnvirFacts.

  7. From Constructivism to Dialogism in the Classroom. Theory and Learning Environments

    ERIC Educational Resources Information Center

    de Mello, Roseli Rodrigues

    2012-01-01

    This paper discusses the move from learning theories from the industrial society to learning theories from and for dialogic societies. While in the past intrapsychological elements, such as mental schemata of prior knowledge, were the key to explain learning, today's theories point to interaction and dialogue as the main means for achieving deep…

  8. Combining Collaborative Learning with Learning Management Systems in Teaching Programming Language

    ERIC Educational Resources Information Center

    Cavus, Nadire; Uzunboylu, Huseyin; Ibrahim, Dogan

    2006-01-01

    The development of collaborative studies in learning has led to a renewed interest in the field of web-based education. In this experimental study, a highly interactive and collaborative teaching environment was created using Moodle, a learning management system with two types of Collaborative Tools (CTs): Standard CT and Advanced CT to create a…

  9. Effects of Pedagogical Agent Gestures on Social Acceptance and Learning: Virtual Real Relationships in an Elementary Foreign Language Classroom

    ERIC Educational Resources Information Center

    Davis, Robert; Antonenko, Pavlo

    2017-01-01

    Pedagogical agents (PAs) are lifelike characters in virtual environments that help facilitate learning through social interactions and the virtual real relationships with the learners. This study explored whether and how PA gesture design impacts learning and agent social acceptance when used with elementary students learning foreign language…

  10. Discovery of Action Patterns and User Correlations in Task-Oriented Processes for Goal-Driven Learning Recommendation

    ERIC Educational Resources Information Center

    Zhou, Xiaokang; Chen, Jian; Wu, Bo; Jin, Qun

    2014-01-01

    With the high development of social networks, collaborations in a socialized web-based learning environment has become increasing important, which means people can learn through interactions and collaborations in communities across social networks. In this study, in order to support the enhanced collaborative learning, two important factors, user…

  11. 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…

  12. 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…

  13. Investigating the Affective Learning in a 3D Virtual Learning Environment: The Case Study of the Chatterdale Mystery

    ERIC Educational Resources Information Center

    Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde

    2016-01-01

    This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…

  14. Influence of Learning Styles on Social Structures in Online Learning Environments

    ERIC Educational Resources Information Center

    Cela, Karina; Sicilia, Miguel-Ángel; Sánchez-Alonso, Salvador

    2016-01-01

    In e-learning settings, the interactions of students with one another, with the course content and with the instructors generate a considerable amount of information that may be useful for understanding how people learn online. The objective of the present research was to use social network analysis to explore the social structure of an e-learning…

  15. Curriculum at Work: An Educational Perspective on the Workplace as a Learning Environment

    ERIC Educational Resources Information Center

    Moore, David Thornton

    2004-01-01

    The term "curriculum" has been used almost exclusively in educational circles to refer to plans for the conduct of learning lessons in school classrooms. This paper argues that the concept can be productively expanded to describe learning processes in workplaces, including those in which learning is not the intentional outcome of an interaction.…

  16. 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…

  17. Slim Chance: A Weight Control Program for the Learning Disabled.

    ERIC Educational Resources Information Center

    Rotatori, Anthony J.; And Others

    1982-01-01

    A school-based diet program for learning disabled children stresses modifying eating behavior by learning alternative ways of interacting with the environment. Techniques stress the importance of self regulation, strategies for self monitoring, the establishment of realistic weight goals, use of stimulus control procedures, increased physical…

  18. Actively Engaging Students in Asynchronous Online Classes. IDEA Paper #64

    ERIC Educational Resources Information Center

    Riggs, Shannon A.; Linder, Kathryn E.

    2016-01-01

    Active learning activities and pedagogical strategies can look different in online learning environments, particularly in asynchronous courses when students are not interacting with the instructor, or with each other, in real time. This paper suggests a three-pronged approach for conceptualizing active learning in the online asynchronous class:…

  19. Using Websites Wisely

    ERIC Educational Resources Information Center

    Coiro, Julie; Fogleman, Jay

    2011-01-01

    Online resources can deepen student learning--if teachers design the right tasks and learner supports. In this article, the authors look at instructional websites teachers will want to use with their students. They focus on three types of web-based learning environments--(1) informational reading systems; (2) interactive learning systems; and (3)…

  20. The Complexity of Language Learning

    ERIC Educational Resources Information Center

    Nelson, Charles

    2011-01-01

    This paper takes a complexity theory approach to looking at language learning, an approach that investigates how language learners adapt to and interact with people and their environment. Based on interviews with four graduate students, it shows how complexity theory can help us understand both the situatedness of language learning and also…

  1. Evaluating the Effects of a "Student Buddy" Initiative on Student Engagement and Motivation

    ERIC Educational Resources Information Center

    Motzo, Anna

    2016-01-01

    Motivation is one of the most important factors which influences second language learning (Dörnyei, 1998; Gardner & Lambert, 1972). A support mechanism which reinforces student motivation through encouragement, social interaction, feedback, sound learning environments and good teaching is crucial for ensuring successful learning. This is…

  2. Supporting Student Differences in Listening Comprehension and Vocabulary Learning with Multimedia Annotations

    ERIC Educational Resources Information Center

    Jones, Linda C.

    2009-01-01

    This article describes how effectively multimedia learning environments can assist second language (L2) students of different spatial and verbal abilities with listening comprehension and vocabulary learning. In particular, it explores how written and pictorial annotations interacted with high/low spatial and verbal ability learners and thus…

  3. Technology in Learning: Narrowing the Gender Gap?

    ERIC Educational Resources Information Center

    Kaino, Luckson Muganyizi

    2008-01-01

    The introduction of Information and Communication Technology (ICT) into the school curricula raised some hopes that it could minimize gender differences in learning. The interactive nature of ICT materials was believed to provide a favorable environment especially for girls to learn. This article reports the findings of the study that analyzed…

  4. 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…

  5. Semantic-Aware Components and Services of ActiveMath

    ERIC Educational Resources Information Center

    Melis, Erica; Goguadze, Giorgi; Homik, Martin; Libbrecht, Paul; Ullrich, Carsten; Winterstein, Stefan

    2006-01-01

    ActiveMath is a complex web-based adaptive learning environment with a number of components and interactive learning tools. The basis for handling semantics of learning content is provided by its semantic (mathematics) content markup, which is additionally annotated with educational metadata. Several components, tools and external services can…

  6. Brain-Based Education: Its Pedagogical Implications and Research Relevance

    ERIC Educational Resources Information Center

    Laxman, Kumar; Chin, Yap Kueh

    2010-01-01

    The brain, being the organ of learning, must be understood if classrooms are to be places of meaningful learning. Understanding the brain has the potential to alter the foundation of education, transform traditional classrooms to interactive learning environments and promote better instructional approaches amongst teachers. Brain-based education…

  7. Interaction: The Vital Conversation in Online Instruction

    ERIC Educational Resources Information Center

    Parker, Angie; Parker, Steve

    2013-01-01

    History has shown the importance of interaction in the online teaching/learning environment. The World Wide Web has allowed interaction to expand the cognitive process by facilitating the construction of personal knowledge. The web, however, has been both a challenge and an opportunity to interaction. This paper draws on the literature to…

  8. Measurement of Usability for Multimedia Interactive Learning Based on Website in Mathematics for SMK

    NASA Astrophysics Data System (ADS)

    Sukardjo, Moch.; Sugiyanta, Lipur

    2018-04-01

    Web usability, if evaluation done correctly, can significantly improve the quality of the website. Website containing multimedia for education shoud apply user interfaces that are both easy to learn and easy to use. Multimedia has big role in changing the mindset of a person in learning. Using multimedia, learners get easy to obtain information, adjust information and empower information. Therefore, multimedia is utilized by teachers in developing learning techniques to improve student learning outcomes. For students with self-directed learning, multimedia provides the ease and completeness of the courses in such a way that students can complete the learning independently both at school and at home without the guidance of teachers. The learning independence takes place in how students choose, absorb information, and follow the evaluation quickly and efficiently. The 2013 Curriculum 2013 for Vocational High School (SMK) requires teachers to create engaging teaching and learning activities that students enjoy in the classroom (also called invitation learning environment). The creation of learning activity environment is still problem for most teachers. Various researches reveal that teaching and learning activities will be more effective and easy when assisted by visual tools. Using multimedia, learning material can be presented more attractively that help students understand the material easily. The opposite is found in the learning activity environment who only rely on ordinary lectures. Usability is a quality level of multimedia with easy to learn, easy to use and encourages users to use it. The website Multimedia Interactive Learning for Mathematics SMK Class X is targeted object. Usability website in Multimedia Interactive Learning for Mathematics SMK Class X is important indicators to measure effectiveness, efficiency, and student satisfaction to access the functionality of website. This usability measurement should be done carefully before the design is implemented thoroughly. The only way to get test with high quality results is to start testing at the beginning of the design process and continuously testing each of the next steps. This research performs usability testing on of website by using WAMMI criterion (Website Analysis and Measurement Inventory) and will be focused on how convenience using the website application. Components of Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability are applied. The website in Multimedia Interactive Learning for Mathematics SMK Class X can be in accordance with the purpose to be accepted by student to improve student learning outcomes. The results show that WAMMI method show the usability value of Multimedia Mathematics SMK Class X is about from 70% to 90%.

  9. Authentic Classroom Leaders: The Student Perspective

    ERIC Educational Resources Information Center

    Downing, Megan S.

    2016-01-01

    In a qualitative study assessing students' perceptions of faculty-student interaction in the online learning environment, findings demonstrated that students make meaning of faculty-student interaction in ways that align with authentic leadership behaviors. Faculty interaction, or lack thereof, shaped students' perceptions of faculty authenticity…

  10. Education from the Environment.

    ERIC Educational Resources Information Center

    Ellis, Len; And Others

    1986-01-01

    Discusses an inservice program for teachers during which participants explore ways to use a busy shopping area as a stimulus for learning activities. Recounts examples of interactions between teachers and shopkeepers which resulted in new learning experiences for young children. (TW)

  11. Students' perception of the learning environment in a distributed medical programme

    PubMed Central

    Veerapen, Kiran; McAleer, Sean

    2010-01-01

    Background The learning environment of a medical school has a significant impact on students' achievements and learning outcomes. The importance of equitable learning environments across programme sites is implicit in distributed undergraduate medical programmes being developed and implemented. Purpose To study the learning environment and its equity across two classes and three geographically separate sites of a distributed medical programme at the University of British Columbia Medical School that commenced in 2004. Method The validated Dundee Ready Educational Environment Survey was sent to all students in their 2nd and 3rd year (classes graduating in 2009 and 2008) of the programme. The domains of the learning environment surveyed were: students' perceptions of learning, students' perceptions of teachers, students' academic self-perceptions, students' perceptions of the atmosphere, and students' social self-perceptions. Mean scores, frequency distribution of responses, and inter- and intrasite differences were calculated. Results The perception of the global learning environment at all sites was more positive than negative. It was characterised by a strongly positive perception of teachers. The work load and emphasis on factual learning were perceived negatively. Intersite differences within domains of the learning environment were more evident in the pioneer class (2008) of the programme. Intersite differences consistent across classes were largely related to on-site support for students. Conclusions Shared strengths and weaknesses in the learning environment at UBC sites were evident in areas that were managed by the parent institution, such as the attributes of shared faculty and curriculum. A greater divergence in the perception of the learning environment was found in domains dependent on local arrangements and social factors that are less amenable to central regulation. This study underlines the need for ongoing comparative evaluation of the learning environment at the distributed sites and interaction between leaders of these sites. PMID:20922033

  12. Cooperation enhanced by indirect reciprocity in spatial prisoner's dilemma games for social P2P systems

    NASA Astrophysics Data System (ADS)

    Tian, Lin-Lin; Li, Ming-Chu; Wang, Zhen

    2016-11-01

    With the growing interest in social Peer-to-Peer (P2P) applications, relationships of individuals are further exploited to improve the performances of reputation systems. It is an on-going challenge to investigate how spatial reciprocity aids indirect reciprocity in sustaining cooperation in practical P2P environments. This paper describes the construction of an extended prisoner's dilemma game on square lattice networks with three strategies, i.e., defection, unconditional cooperation, and reciprocal cooperation. Reciprocators discriminate partners according to their reputations based on image scoring, where mistakes in judgment of reputations may occur. The independent structures of interaction and learning neighborhood are discussed, with respect to the situation in which learning environments differ from interaction networks. The simulation results have indicated that the incentive mechanism enhances cooperation better in structured peers than among a well-mixed population. Given the realistic condition of inaccurate reputation scores, defection is still successfully held down when the players interact and learn within the unified neighborhoods. Extensive simulations have further confirmed the positive impact of spatial structure on cooperation with different sizes of lattice neighborhoods. And similar conclusions can also be drawn on regular random networks and scale-free networks. Moreover, for the separated structures of the neighborhoods, the interaction network has a critical effect on the evolution dynamics of cooperation and learning environments only have weaker impacts on the process. Our findings further provide some insights concerning the evolution of collective behaviors in social systems.

  13. 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

  14. [The informatics: a remarkable tool for teaching general internal medicine].

    PubMed

    Ombelli, Julien; Pasche, Olivier; Sohrmann, Marc; Monti, Matteo

    2015-05-13

    INTERMED training implies a three week course, integrated in the "primary care module" for medical students in the first master year at the school of medicine in Lausanne. INTERMED uses an innovative teaching method based on repetitive sequences of e-learning-based individual learning followed by collaborative learning activities in teams, named Team-based learning (TBL). The e-learning takes place in a web-based virtual learning environment using a series of interactive multimedia virtual patients. By using INTERMED students go through a complete medical encounter applying clinical reasoning and choosing the diagnostic and therapeutic approach. INTERMED offers an authentic experience in an engaging and safe environment where errors are allowed and without consequences.

  15. Creating Dynamic Learning Environment to Enhance Students’ Engagement in Learning Geometry

    NASA Astrophysics Data System (ADS)

    Sariyasa

    2017-04-01

    Learning geometry gives many benefits to students. It strengthens the development of deductive thinking and reasoning; it also provides an opportunity to improve visualisation and spatial ability. Some studies, however, have pointed out the difficulties that students encountered when learning geometry. A preliminary study by the author in Bali revealed that one of the main problems was teachers’ difficulties in delivering geometry instruction. It was partly due to the lack of appropriate instructional media. Coupling with dynamic geometry software, dynamic learning environments is a promising solution to this problem. Employing GeoGebra software supported by the well-designed instructional process may result in more meaningful learning, and consequently, students are motivated to engage in the learning process more deeply and actively. In this paper, we provide some examples of GeoGebra-aided learning activities that allow students to interactively explore and investigate geometry concepts and the properties of geometry objects. Thus, it is expected that such learning environment will enhance students’ internalisation process of geometry concepts.

  16. Exploring the Social Competence of Students with Autism Spectrum Conditions in a Collaborative Virtual Learning Environment--The Pilot Study

    ERIC Educational Resources Information Center

    Cheng, Yufang; Ye, Jun

    2010-01-01

    Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their…

  17. Presence Relates to Distinct Outcomes in Two Virtual Environments Employing Different Learning Modalities

    PubMed Central

    Persky, Susan; Kaphingst, Kimberly A.; McCall, Cade; Lachance, Christina; Beall, Andrew C.; Blascovich, Jim

    2009-01-01

    Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user’s ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement. PMID:19366319

  18. Presence relates to distinct outcomes in two virtual environments employing different learning modalities.

    PubMed

    Persky, Susan; Kaphingst, Kimberly A; McCall, Cade; Lachance, Christina; Beall, Andrew C; Blascovich, Jim

    2009-06-01

    Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user's ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement.

  19. Virtual Jupiter - Real Learning

    NASA Astrophysics Data System (ADS)

    Ruzhitskaya, Lanika; Speck, A.; Laffey, J.

    2010-01-01

    How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.

  20. SOVEREIGN: An autonomous neural system for incrementally learning planned action sequences to navigate towards a rewarded goal.

    PubMed

    Gnadt, William; Grossberg, Stephen

    2008-06-01

    How do reactive and planned behaviors interact in real time? How are sequences of such behaviors released at appropriate times during autonomous navigation to realize valued goals? Controllers for both animals and mobile robots, or animats, need reactive mechanisms for exploration, and learned plans to reach goal objects once an environment becomes familiar. The SOVEREIGN (Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goal-oriented Navigation) animat model embodies these capabilities, and is tested in a 3D virtual reality environment. SOVEREIGN includes several interacting subsystems which model complementary properties of cortical What and Where processing streams and which clarify similarities between mechanisms for navigation and arm movement control. As the animat explores an environment, visual inputs are processed by networks that are sensitive to visual form and motion in the What and Where streams, respectively. Position-invariant and size-invariant recognition categories are learned by real-time incremental learning in the What stream. Estimates of target position relative to the animat are computed in the Where stream, and can activate approach movements toward the target. Motion cues from animat locomotion can elicit head-orienting movements to bring a new target into view. Approach and orienting movements are alternately performed during animat navigation. Cumulative estimates of each movement are derived from interacting proprioceptive and visual cues. Movement sequences are stored within a motor working memory. Sequences of visual categories are stored in a sensory working memory. These working memories trigger learning of sensory and motor sequence categories, or plans, which together control planned movements. Predictively effective chunk combinations are selectively enhanced via reinforcement learning when the animat is rewarded. Selected planning chunks effect a gradual transition from variable reactive exploratory movements to efficient goal-oriented planned movement sequences. Volitional signals gate interactions between model subsystems and the release of overt behaviors. The model can control different motor sequences under different motivational states and learns more efficient sequences to rewarded goals as exploration proceeds.

Top