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Implementation of the recommendation model LIME in cognitive and visual interactive tutors from PSLC
(IEEE Latin America Transactions, 2015-02)
This paper presents an application scenario of a rule-based recommender model (LIME) to a PSLC cognitive tutor analytics database. LIME is a recommendation model which provides a formative support to students, tutors and ...
A Visual Analytics Method for Score Estimation in Learning Courses
(Journal of Universal Computer Science, 2015-01)
The provision of awareness is a well-known method for fostering students' self-reflection, a metacognitive skill often related to academic success and considered one of the key skills of the 21st century. Although the ...
A4Learning : Un enfoque metodológico iterativo para apoyar mejor el aprendizaje y la enseñanza
(IEEE Latin America Transactions, 2015-02)
Usability has been identified as one of the top unsolved challenges to improve a visual presentation of any type of information. The design and implementation of a visualization tool should incorporate usability by design, ...
Monitoring student progress using virtual appliances: A case study
(Computers and Education, 2012-05)
The interactions that students have with each other, with the instructors, and with educational resources are valuable indicators of the effectiveness of a learning experience. The increasing use of information and ...
Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective
(Frontiers in psychology, 2022)
The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential ...
Patterns for higher education international cooperation fostered by Open Educational Resources
(Innovations in Education and Teaching International, 2020)
The paper explores the extent to which the use of Open Educational Resources (OER) can enhance international partnerships among universities. In order to validate the hypothesis that the use of OER can positively contribute ...
Effects of gender and personality differences on students’ perception of game design elements in educational gamification
(Academic Press, 2021)
While many studies have reported the effectiveness of gamification in motivating students and making learning more fun, some others have reported contradictory findings regarding the potential of implementing game elements ...
A systematic review of the effects of automatic scoring and automatic feedback in educational settings
(Institute of Electrical and Electronics Engineers Inc., 2021)
Automatic scoring and feedback tools have become critical components of online learning proliferation. These tools range from multiple-choice questions to grading essays using machine learning (ML). Learning environments ...
A systematic review of systematic reviews on blended learning: Trends, gaps and future directions
(Dove Medical Press Ltd, 2021)
Blended Learning (BL) is one of the most used methods in education to promote active learning and enhance students’ learning outcomes. Although BL has existed for over a decade, there are still several challenges associated ...
Analysis of Students' Behavior through User Clustering in Online Learning Settings, Based on Self Organizing Maps Neural Networks
(Institute of Electrical and Electronics Engineers Inc., 2021)
An accurate analysis of user behaviour in online learning environments is a useful means of early follow up of students, so that they can be better supported to improve their performance and achieve the expected competences. ...