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Mostrando ítems 181-190 de 193
Innovative Hybrid SPOC Model for Initial and Continuing Education at University
(Lecture Notes in Networks and Systems, 2022)
This paper describes an innovative model of hybrid SPOC (Small Private Online Course) implemented for Professional Licence curricula, running at Cadi Ayyad University since late 2016. This continuing training is the first ...
Fostering Teachers-Led Open Education in Universities: Recommendations Emerging from Research
(2019 7th International Conference on ICT and Accessibility, ICTA 2019, 2019-12)
The paper presents some recommendations on how to foster the adoption of open education practices within universities starting from the capacities and challenges of university educators, based on the central role that ...
Automation of the tutoring process in online environments through the analitycs of learning
(Iberian Conference on Information Systems and Technologies, CISTI, 2018)
This article presents the preliminary results of an investigation project about new classroom technologies in online learning, whose main objective is the design of a new technological tool in enviroment online, through ...
Maturity model for collaborative innovation: Higher education challenge
(Iberian Conference on Information Systems and Technologies, CISTI, 2018)
Higher Education Institutions (HEI) have changed both the way of developing their substantive functions, and of managing the institution. In this permanent change, a diversity of technologies has been incorporated, which ...
ARII-eL: An Adaptive, Informal and Interactive eLearning Ontology Network
(Fuzzy systems and data mining II, 2016)
User models - the representation of user properties, preferences, goals, etc. - are crucial in modern educational applications. Several related processes, such as recommendations and user adaptations, depend on a user ...
Modelling a stakeholder community via a social platform: The case of TELeurope.eu
(Lecture Notes in Computer ScienceSustaining TEL: From Innovation to Learning and Practice, 2010-09)
Past attempts at creating stakeholder networks for specific fields of research or industrial sectors have shown to be a resource-consuming and time-consuming process, which requires continuous monitoring and political ...
Foreword
(Student usability in educational software and games: improving experiences, 2013)
Educational games facilitate players’ experiences, meet desired pedagogical objectives, and allow users to engage in learning while enjoying themselves. These educational games also give learners immediate feedback on their ...
The Influence of Augmented Reality (AR) on the Motivation of High School Students
(Electronics, 2023)
Augmented reality (AR) is a technology whose presence has increased in the field of education in recent years. However, its role in secondary education has not been thoroughly explored. Therefore, this research aims to ...
The Application of Games to Engage Citizens in Climate Change Policy Development
(Proceedings of the 17th European Conference on Games Based Learning, 2023)
This paper introduces the Games Realising Effective and Affective Transformation (GREAT) research and Innovation project. The project will examine the emerging ways Applied Games could be used to facilitate the social ...
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project
(Entertainment Computing, 2022-08)
This paper presents the Keystone project, which proposes a multidisciplinary approach to improve the opportunities of young people at risk of social exclusion. The focus of the paper is the technological approach built ...