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2017, Balkan Region Conference on Engineering and Business Education
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7 pages
1 file
Developments in the IT field have led to the development and variety of e-learning objects so that video or gaming lessons are found in most online courses and are developed in order to maintain the student’s interest. The current Learning Management Systems challenges refer to how to generate a dynamic content that automatically adapts to the a priori level of a student’s knowledge and behavior during lessons. Starting from the model student, the component of adaptive learning, the aim of this paper is to keep student motivation by designing a course with content related to the level of knowledge of the students. At the same time, lessons combine elements of gamification with quizzes, textual contexts and infographics in order to make the content more varied, and in order for the student to be more engaged, to assimilate, to understand or to recall the concepts presented in the course.
This paper presents the ADAPT project, a distance adaptative learning platform whose domain application is, in an initial phase, for digital systems. This LMS (Learning Management System) makes use of some Artificial Intelligence (AI) models and techniques has the ability to adapt course contents to the learning preferences of each student. The followed approaches include Case-Based Reasoning, Educational Adaptive Systems, Intelligent Tutoring Systems, Link-Mining and Evolutionary Computation. Through theses techniques this platform enables: The Capture of students performance and learning style, cases of success and failure and the correspondent appropriateness of the learning content of each profile; The automatic learning, based on the paths of better performance also on success and failure cases, is generated. This paper focuses on the description of the use of alternative representations of the content, in order to accommodate the different learning styles of students. However, an e-learning system to be successful should motivate the student through pedagogic and interactive techniques. So, in this work we gave special attention to the use of interactive animations through appropriate metaphors leading to a better understanding of the students, especially those who have a kinesthetic profile.
A challenging topic in computer based education is to provide personalization support for learners when e-learning takes place in an open and dynamic environment. By selecting and combining appropriate learning assets into a learning object a learner's needs and preferences may be accounted for. Also by implementing web service in an adaptive learning environment the reusability of the learning content can be ensured. This paper addresses the problems of automatically selecting and integrating appropriate learning materials for a learner using web services based on the learners initial knowledge, goals, preferences etc. A system is described that provides learning content to multimedia industries and institutions those who are working in Adobe Flash. Instead of providing a learner with static data, the approach is based on fulfilling learning objectives based on a dynamic supply of services. Furthermore, the approach is based on reusable learning objects describing a learning process as a composition of learning goals. Based on the learning goals as well as web services, services appropriate to achieve a specific learning goal can be selected, composed and invoked dynamically.
Proc. of International Conference …, 2009
2012
The possibility of adaptive learning content delivery in e-learning systems is one of the important factors for highly improving their quality. Therefore, the application field of adaptive e-learning is relevant and significant. This article presents the main results of a PhD thesis examining various aspects of this area. The aim of the dissertation is to propose a model and a platform architecture of an adaptive e-learning system and a corresponding prototype to be designed, implemented and tested in experimental conditions. On one hand, the developed prototype will assist a learner in accessing and using learning resources which are adapted according to his/her personal characteristics (in this case his/her learning style and level of knowledge). On the other hand, it will facilitate the author of the learning content and course instructor in the creation of appropriate learning objects and applying them to the suitable pedagogical strategies.
2006
Online learning is widely spreading and adaptive learning environments are increasing its potentials. We present a scenario of adapting learning content towards individual student characteristics taking into consideration his/her learning style type and subject matter motivation level. We use an ontology based student model for storing student information. The scenario of designing lesson content tailored to individual student needs is presented as a cross section of learning style and motivation level, based on the learning object's educational metadata. Our future work will be to provide experiment and to test our proposed guidelines in order to get feedback on how learners see the adaptive learning environments tailored to their individual learning style and motivation characteristics.
International Journal of Interactive Mobile Technologies (iJIM)
Digital literacy skills are essential skills for working in a digital society. Therefore, the university emphasizes teaching and finding ways to assess knowledge and prepare students before completing their studies. This research aims to present the conceptual framework for developing an adaptive tutorial system to assist undergraduate students in preparing for the digital literacy exit exam. This system's unique feature is not only the exam for students to practice reviewing their knowledge but also the exam's adaptability to the student's abilities. In addition, this concept is reinforced through gamification by incorporating game elements to motivate, increase the difficulty of competition and make exam preparation enjoyable. Learners are motivated to try harder on the exam. In the conceptual framework evaluation, a questionnaire was used to measure the system's suitability. The system design was evaluated by seven experts who determined that the components and pr...
Journal of Software, 2009
With advanced computer and network technologies of nowadays, learners could benefit from well-developed distance learning systems for obtaining vast learning content, as well as performing learning exercises at anytime anywhere. However, to attract learners and to keep them active would be difficult in those content-based learning systems. One possible solution is to include some motivator factors in the online learning activities. Gaming could be considered as sort of learning. It also features in attraction and motivation. Thus, more and more researches are interested in developing game-oriented learning models and related game-based learning systems to attract learners during such learning activities. In this paper, we would like to combine the video-based course materials and game elements with an integrated learning platform called "V-GBL" environment. Course designers could easily design GBL courses and learners could enjoy their learning activities in the serious adventure game world.
The opportunities provided by information and communication technologies with use of Internet in educational environments after the1990s use of e-learning environments has been increasing in open and distance education. With this process educational computer games have been used in e-learning environments for production of course contents. Computer games can also be used in the field of education as in many fields such as science, mathematics, medicine, engineering, language teaching with developing 21st century technologies.
serious-gaming.info
This study describes a model of adaptive e-learning system based on the characteristics of student’s motivation in the learning process. This proposed model aims to accommodate learning materials that are adaptive and intelligent based on the difference of the characteristics of student’s motivation, and to solve problems in a traditional learning system, which only provide the materials for all students, regardless of motivation characteristics. Thus, the student must be provided with good materials in accordance with the ability to study their characteristics and also their motivation in learning. Approaches to the system development consist of have advantages in terms of combining the characteristics of motivation, intelligent systems and adaptive systems, in e-learning environment. The system becomes a model for intelligent and adaptive e-learning diversity of student’s motivation to learn. Study will identify student’s motivation in learning with the support of intelligent and adaptive system, which can be use as a standard for providing learning material to students based on the motivation levels of students.
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