Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Export
  • 1
    ISBN: 9783319058252
    Language: English
    Pages: Online Ressource (8014 KB, 329 S.)
    Edition: Springer eBook Collection. Humanities, Social Sciences and Law
    Parallel Title: Print version E-Learning Systems, Environments and Approaches
    DDC: 371.33
    Keywords: Electronic books ; E-Learning
    Abstract: The volume consists of twenty-five chapters selected from among peer-reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2013 Conference held in Fort Worth, Texas, USA, in October 2013 and also from world class scholars in e-learning systems, environments and approaches. The following sub-topics are included: Exploratory Learning Technologies (Part I), e-Learning social web design (Part II), Learner communities through e-Learning implementations (Part III), Collaborative and student-centered e-Learning design (Part IV). E-Learning has been, since its initial stages, a synonym for flexibility. While this dynamic nature has mainly been associated with time and space it is safe to argue that currently it embraces other aspects such as the learners’ profile, the scope of subjects that can be taught electronically and the technology it employs. New technologies also widen the range of activities and skills developed in e-Learning. Electronic learning environments have evolved past the exclusive delivery of knowledge. Technology has endowed e-Learning with the possibility of remotely fomenting problem solving skills, critical thinking and team work, by investing in information exchange, collaboration, personalisation and community building
    Description / Table of Contents: Part I. Exploratory Learning TechnologiesMeasuring Problem Solving Skills in Portal 2 -- iPads in Inclusive Classrooms: Ecologies of Learning -- Supporting the Strengths and Activity of Children with Autism in a Technology-Enhanced Learning Environment -- The Cognitive Cost of Chatting while Attending a Lecture: A Temporal Analysis -- Learning with the Simple show -- Using Loop Learning and Critical Dialogue in Developing Innovative Literature Reviews -- The Contributions of Digital Concept Maps to Assessment for Learning Practices -- Part II. e-Learning Social Web Design -- Intelligent Tutors in Immersive Virtual Environments -- Journal of Exploration on the Way Towards Authentic Learning Environments -- The Configuration Process of a Community of Practice in the Collective Text Editor -- Context-Based Semantic Annotations in Copes: An Ontological and Rule-Based Approach -- Model of Emotional Expressions in Movements -- Student-Driven Classroom Technologies: Transmedia Navigation and Transformative Communications -- Perceived Affordances of a Technology-Enhanced Active Learning Classroom in Promoting Collaborative Problem Solving -- Using a Facebook Group as a Forum to Distribute, Answer and Discuss Content: Influence on Achievement -- Part III. Learner Communities through e-Learning Implementations -- ICT Support for Collaborative Learning - A Tale of Two Cities -- Students' Facebook Usage and Academic Achievement: A Case Study of Private University in Thailand -- The Investigation of Pre-Service Teachers' Concerns about Integrating Web 2.0 Technologies into Instruction -- Interactive Technologies for Teacher Training: Comparing Performance and Assessment in Second Life and Simschool -- A Study on Improving Information Processing Abilities Based on PBL -- Part IV. Collaborative and Student-Centered e-Learning Design -- Piaget, Inhelder and Minecraft -- Using Generic and Context-Specific Scaffolding to Support Authentic Science Inquiry -- Leverage Learning in the University Classroom -- Data Challenges of Leveraging a Simulation to Assess Learning -- Self-Assessment and Reflection in a 1st Semester Course for Software Engineering Students -- Don't Waste Student Work: Using Classroom Assignments to Contribute to Online Resources -- The Ancestor Project: Aboriginal Computer Education through Storytelling -- Index.
    Note: Description based upon print version of record
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 2
    ISBN: 1283444186 , 9781461415398 , 9781283444187
    Language: English
    Pages: Online-Ressource , v.: digital
    Edition: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law Electronic reproduction; Available via World Wide Web
    DDC: 371.33/44678
    RVK:
    RVK:
    Keywords: Education ; Educational psychology ; Consciousness ; Computerunterstützter Unterricht
    Abstract: Towards Learning and instruction in Web 3.0, which includes selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2010 (http://www.celda-conf.org/) addresses the main issues concerned with evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. The convergence of these two disciplines continues to increase and in turn, affects the academic and professional spheres in numerous ways. Towards Learning and Instruction in Web 3.0 addresses paradigms such as just-in-time learning, constructivism, stud
    Description / Table of Contents: Towards Learningand Instruction in Web 3.0; Preface; Acknowledgements; Introduction:Is Web 3.0 Changing Learning and Instruction?; Introduction; Web Generations; Implications for Learning and Instruction; Future Perspectives; References; Contents; Contributors; Part I: Student-Centered Learning; Chapter 1: Facilitating Learning Through Dynamic Student Modelling of Learning Styles; 1 Introduction; 2 Architecture for Dynamic Student Modelling; 2.1 Static Student Modelling Module; 2.2 Notification Mechanism; 2.3 Dynamic Student Modelling Module; 2.4 Learning Style Calculation Module
    Description / Table of Contents: 2.5 Data Extraction Module2.6 Dynamic Analysis Module; 2.7 Student Model; 3 Application of the Architecture in a Learning System; 3.1 Course Structure and Available Behaviour Patterns; 3.2 Providing Adaptive Feedback Based on Learning Styles; 4 Discussion and Conclusions; References; Chapter 2: SQAR: An Annotation-Based Study Process to Enhance the Learner's Personal Learning; 1 Introduction; 2 The Annotation Practice; 3 Learner's Personnel Annotation; 4 Web Annotation Tools; 5 SQAR Process: An Annotation Based Pedagogical Process; 5.1 Learner's Personal Annotation Formalism
    Description / Table of Contents: 5.2 Architecture of SQAR Process5.3 Modeling of SQAR Process; 6 Webannot a Prototype of PAML; 7 Experimentation; 7.1 Participants, Materials and Method; 8 Results; 9 Discussion; 10 Related Work; 11 Conclusion and Future Work; References; Chapter 3: Online Formative Assessment in a Medical PBL-Curriculum; 1 Introduction; 2 Method; 3 Results; 3.1 Current FAs; 3.2 Future Online FA: Students' and Lecturers' Expectations; 4 Discussion; 5 Outlook; 5.1 Requirements for Online FAs; 5.2 Creating a Didactic Metadata Layer; 6 Conclusion; References
    Description / Table of Contents: Chapter 4: The Effect of Project Based Web 2.0-Learning on Students' Outcomes1 Introduction; 2 Project-Based Learning and Informal Learning; 3 Community-Based Project Management Learning Model; 4 Web-Based Learning System: PHD-LAB as a Social Community Project Management System; 5 Learning Content and Activities via PHD-LAB; 6 Aim of this Study and Hypothesis; 6.1 Hypothesis 1: Learners' Performance Between Groups; 6.2 Hypothesis 2: Learners' Attitude Between Groups; 7 Method; 7.1 Research Design; 7.2 Data Collection; 7.3 Reliability of Rubrics; 7.4 Attitude Scale
    Description / Table of Contents: 7.5 Reliability of Attitude Scale8 Results and Discussion; 8.1 Hypothesis 1: Learner Performance Between Groups; 8.2 Hypothesis 2: Learners' Attitude Between Groups; 8.2.1 Attitude Towards CBPM Learning Model; 8.2.2 Outcomes of Learning: Writing of the Final Report; 8.2.3 Attitude Towards Future Work of PHD-LAB System; 9 Conclusion; References; Part II: Collaborative Learning; Chapter 5: Collaborative Language Learning Game as a Device Independent Application; 1 Introduction; 1.1 Pedagogical Concept; 2 Description of the Game; 2.1 Description of the Game States; 2.1.1 Wait/Idle State
    Description / Table of Contents: 2.1.2 Write State
    Note: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
    URL: Volltext  (lizenzpflichtig)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    ISBN: 9781461433293 , 1283933543 , 9781283933544
    Language: English
    Pages: Online-Ressource (XXXIII, 294 p. 69 illus, digital)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Buchausg. u.d.T.
    RVK:
    RVK:
    Keywords: Computer science ; Social sciences Data processing ; Education ; Education ; Computer science ; Social sciences Data processing
    Abstract: This edited volume includes the most up to date, expanded, and peer reviewed papers from the 2011 CELDA Conference, focusing on the conference theme: Ubiquitous and Mobile Informal and Formal Learning in thr Digital Age. The contributions are aggressively interdisciplinary and cover such timely topics as social web technologies, virtual worlds and games, and location-based and context-aware learning environments. Informal and formal learning settings are explored and a myriad of concrete examples provided to assit the reader in developing curricula, programs, and courses on the topic.
    Description / Table of Contents: Ubiquitous and mobile formal and informal learning in the digital age -- Challenges and new perspectives -- Social web technologies for new knowledge representations -- Social web technologies for knowledge retrieval, creation, and sharing in formal and informal educational settings -- Virtual worlds and formal learning -- Virtual worlds and informal learning -- Game-based learning and assessment -- Location-based environments for learning -- Context-aware environments for learning -- Formal and informal learning integration -- Conclusions and future directions.
    Note: Includes bibliographical references and index
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    ISBN: 9783319022642
    Language: English
    Pages: Online-Ressource (XIV, 347 p. 62 illus, online resource)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Druckausg. Digital systems for open access to formal and informal learning
    RVK:
    Keywords: Education ; Education ; Education ; Aufsatzsammlung ; Open Access ; Wissensvermittlung ; Lernen ; Open Access ; Digitales System ; Lernen
    Abstract: Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations “learn” and the way to “assess learning” in 21st Century. These transformations influence: Objectives - moving from acquiring new “knowledge” to developing new and relevant “competences”; Methods - moving from “classroom” based teaching to “context-aware” personalized learning; and Assessment - moving from “life-long” degrees and certifications to “on-demand” and “in-context” accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses - Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers’ and Schools’ ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology
    Description / Table of Contents: Digital Systems for Open Access to Formal and Informal LearningI. Open Access to Formal and Informal Learning: Theory and Practice -- The Opem Discover Space Portal: A Socially-Powered and Open Ferderated Infrastructure -- The Evolution of University Open Courses in Transforming Learning: Experiences from Mainland China -- Massive Open Online Courses (MOOCs) and Massive Multiplayer Online Games (MMOGs): Synergies and Lessons to be Learned -- Supporting Open Access to Teaching and Learning of People with Disabilities -- Development of Visualization of Learning Outcomes Using Curriculum Mapping -- Assessing Student Learning Online -- Theorizing Why in Digital Learning -- II. Open Access to Formal and Informal Learning: Methods and Technologies -- Mobile Language Learners as Social Networkers -- A Mobile Location-Based SItuation Learning Frameworkf for Supporting Critical Thinking: A Requirements Analysis Study -- Developing Technological and Pedagogical Affordances to Support Collaborative Inquiry Science Processes -- Learning in or with Games? -- Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games -- Stimulating Learning via Tutoring and Collaborative Simulator Games -- A Methodology for Oraganizing Virtual and Remote Labs -- Creative Collaboration in a 3D Virtual World -- Active Creation of Digital Games as Learning Tools -- Augmented Reality and Learning in Science Museums -- From Teachers' to Schools' ICT Competence Profiles -- I2Flex: The Meeting Point of Web-Based Education and Innovative Leardership in a K-12 International School Setting.
    Note: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. More information can be found here...