One of the principal, and still unsolved, problems for the worldwide university system is the high drop-out rate that is observed especially for STEM courses. The causes of this trend are various but many of them are directly related to the sense of abandon felt by students especially during first years. This trend can be inverted providing a set of self-assessment activities to organize students personal study-method and to transmit them a proper self-government. In this context, we realized a self-assessment activity for Physics courses based on Multiple Answers Questionnaire. (…)
Merlau-Ponty tactility and Deleuze and Guattari non-linearity are basic concepts for a real-time experimentation that we use to connect Arts, Technologies and Education. Thanks to Docebo saas that supports the research Digital space makes school. Learning and education at web 3.0 time – that involves schools (primary and secondary schools) and their ordinary activities – research is a “site specific” experience that choose schools to study how to innovate learning and teaching introducing a “tactile” use of digital spaces and to create a cognitive space integrating learning and e-learning practices. A real time scene based on tactility and non-gravity – in collaboration with Altro Equipe, is developed in new Docebo Learning Management System called “Docebo school” based on tactile method and performing and embodied methodologies.
This article provides a theoretical framework through which shows the evolution of the different times that the Internet has developed and the educational possibilities that implies, through the evolution of e-learning, critical analysis on the errors in application, and the move towards the concept of e-learning 2.0, through tools such as social networking and personal learning environments, its most significant features and educational potential that arise when incorporate them into practice in higher education institutions.
Copyright 2012 Maria Carmen Llorente Cejudo. Article first published in Revista d´innovacio educativa, Monografico: Experiencias pedagogicas, innovacion e investigacion en ambitos educativos universitarios, n. 9, 2012, pp. 79-86. Reprinted with permission
This paper gives an overview of the educational potential of virtual worlds and draws on the results of the AVATAR ‘Added value of teaching in a virtual world’, the ST.ART ‘Street Artists in a virtual space’ and the Euroversity projects, all funded with support by the European Commission under the Lifelong Learning Programme. These action-research projects deal with the technological, pedagogical, cultural and motivational benefits of using virtual worlds in educational settings and provide a framework for the implementation of virtual worlds in education.
Information and communication technologies have great potential for knowledge dissemination, effective learning and the development of more efficient education services. The Information and communication systems, whether networked or not, serve as specific media to implement the learning process.
The present paper will give a general overview of a new integrated learning methodology that combines an e-learning platform and a 3D virtual world and that aims at encouraging students participation as well as creative teaching and learning. It will show how this new methodology has been applied through the project ST.ART in the European partner schools. The learning takes place within technology-supported community of learners involved in the creation as well as consumption of content.
A very important aspect of the ‘collaborative’ learning model is the interaction in the discussion Forum within e-learning platforms. Actually in this space participants can send their contributions (posts) thus solving their problems and questions, they express comments and increase their knowledge through their personal experiences (constructivist model). The figure that plays a major role in this area is the tutor who acts as the animator and facilitator of group interactive processes. This paper reports on the outcome of a quantitative analysis on the influence of tutor´s activity and ‘recovery periods’ on exchange dynamics in the forums of participants within a case study of a two-month e-learning course organised by MAIB.
Received: 22 October 2010
Revised: 17 November 2010
The lack of ICT use in teaching is a predominant issue in secondary schools throughout Europe. The AVATAR project (Added Value of teAching in a virTuAl world) provides an opportunity for both teachers and students to benefit from ICT skill development, social learning opportunities and a resource to help revive the traditional classroom environment, adding value to the learning process. V-learning actually promotes learning-by-doing that stimulates different learning styles and increases the level of student engagement in different subject matters through technology, discussion groups and labs.
This article describes how the project contributes to enhance the level of ICT use in education by providing secondary school teachers with relatively new methodological and pedagogical tools. Virtual worlds can be used as an innovative teaching tool that motivates and engages pupils and at the same time enhances their learning by incorporating a collaborative learning, a learning through reflection and a learning by doing approach. Virtual worlds offer opportunities for teachers to have radically different ‘lived experiences’ of educational systems and thus seemed to be the ideal vehicle for exploring alternative models of education.
TIPS ‘T-learning to Improve Professional Skills for intercultural dialogue’ is a two-year Leonardo da Vinci project co-funded by the EU Lifelong Learning Programme. The project started in November 2007 and will finish in October 2009. The purpose of the project is to support cultural mediators around Europe to improve their skills and competences through the T-learning approach, an integrated methodology exploiting the potential of E-learning, M-learning and TV-learning.
The TIPS T-learning system hosts various tools to encourage both interactivity (e.g. self-assessment quizzes) and interaction (social software). TIPS beneficiaries will benefit from an on-line course supported by a mixed methodology where E-learning is supported by M-learning and TV-learning. The triple system exploits the benefits of distance learning tools and specific learning objects are developed for each tool offering a solution to compensate for any weaknesses that might be present in the other methodologies. Thus ensuring high quality interaction, portability, multimediality, simulations and no limits of space and time. These intrinsic qualities of the TIPS system are expected to positively impact cultural mediators’ learning process by promoting customized training able to fit different learning styles.
Royal Roads University of Canada chose to develop its own e-learning software platform in order to ensure that the pedagogy adopted for educating mature adults was embodied in and expressed by the technology learners experienced in distance education courses. Currently, the University seeks to share its experience and its software platform with other institutions struggling with the formidable barriers they confront in beginning to offer online learning. The costs of the resulting “learning networks” are slight for the new adopting institutions, but in the aggregate make it possible for Royal Roads to maintain and enhance its platform