Teaching and Learning in a Digital World
Proceedings of the 20th International Conference on Interactive Collaborative Learning – Volume 1
- 2018
- Buch
- Herausgegeben von
- Prof. Michael E. Auer
- Dr. David Guralnick
- Prof. Dr. Istvan Simonics
- Verlag
- Springer International Publishing
Über dieses Buch
This book gathers the Proceedings of the 20th International Conference on Interactive Collaborative Learning (ICL2017), held in Budapest, Hungary on 27–29 September 2017. The authors are currently witnessing a significant transformation in the development of education. The impact of globalisation on all areas of human life, the exponential acceleration of technological developments and global markets, and the need for flexibility and agility are essential and challenging elements of this process that have to be tackled in general, but especially in engineering education.
To face these current real-world challenges, higher education has to find innovative ways to quickly respond to them. Since its inception in 1998, this conference has been devoted to new approaches in learning with a focus on collaborative learning. Today the ICL conferences offer a forum for exchange concerning relevant trends and research results, and for sharing practical experience gained while developing and testing elements of new technologies and pedagogies in the learning context.
Inhaltsverzeichnis
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Mobile Learning Environments and Applications
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Frontmatter
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Influence of the Mobile Digital Resources (MDR) Conceptual Model in Motivation of Disadvantaged Students
María José Albert Gómez, Clara Pérez Molina, María García Pérez, Isabel Ortega Sánchez, Manuel CastroAbstractThe aim of the European research project mRIDGE (Using mobile technology to improve policy Reform for Inclusion of Disadvantaged Groups in Education, PROJECT Number 562113-EPP-1-2015-1-BG-EPPKA3-PI-FORWARD) is the design of digital learning resources for mobile devices, for improving the educational integration of disadvantaged students, i.e., groups at risk whose ethnical and cultural features, special needs or socioeconomic status significantly constrain their possibilities to receive a suitable education.The mRIDGE project aims at evaluating the suitability and development of mobile applications with augmented reality (MDR Model) for improving motivation of students in the educational process, according to the Quality Assurance Plan designed for this project. -
The Math Trail as a Learning Activity Model for M-Learning Enhanced Realistic Mathematics Education: A Case Study in Primary Education
Georgios Fessakis, Paschalina Karta, Konstantinos KozasAbstractSeeking a systematic combination of the pedagogical model of m-learning with the Realistic Mathematics Education (RME) approach, this study concerns the use of math trail as a learning activity model that can take the advantages of mobile computing devices for the design of effective learning experiences in an authentic context. The paper presents the design and the study of the first pilot implementation of a math trail, using mobile devices for primary school students. In this math trail, the students are guided, through a digital map, to a sequence of preselected sites of a park where they solve specially designed math problems using data from the environmental context. The students measure real objects’ dimensions either with conventional instruments or by measurement applications of their tablet. According to the findings of the study, students solved the puzzles by applying mathematical knowledge, discussion and collaboration. The students applied and reinforced their knowledge through an effective and engaging learning activity. Moreover, the students were puzzled about the differences of the measurements by conventional and digital instruments and this confusion triggered social negotiation. Further research is needed for a grounded theory development about m-learning design for RME. -
Teachers’ Feedback on the Development of Virtual Speaking Buddy (VirSbud) Application
Radzuwan Ab Rashid, Saiful Bahri Mohamed, Mohd Fazry A. Rahman, Syadiah Nor Wan ShamsuddinAbstractThis study aims at identifying the ideal characteristics of a virtual speaking buddy (VirSbud), as perceived by the teachers, so that the current VirSbud application can be further developed to meet the users’ expectation. Employing a qualitative approach, an in-depth group interviews was conducted with five English language teachers teaching in Standard Three (nine-year-old pupils). Prior to the interview, the teachers used the application as a teaching aid for eight weeks. The interview reveals the ideal characteristics of an application for virtual speaking buddy. The teachers expected a more sophisticated application which enables online participation, two different interfaces accessible by learners and teachers, looping in the prompts given to the learners, and the use of voice recognition which enables automatic response to the learners. The findings point towards the need of semi-formal learning, instead of formal and informal learning, in developing learners’ speaking skills with the teachers being virtually present at a distance. -
Mobile Learning Environments Application M-Tais Timor: A Study of East Timor
Hariyanto Santoso, Ofelia Cizela da Costa Tavares, SuyotoAbstractWith the passage of time that is modern, technology has been very advanced in various places so that humans are very easy to meet human needs quickly and efficiently. In this social network or often called an online store with all the needs of people ranging from small to very easy to get. The M-Tais Timor is an initiative to create a mobile application learning environment. In this mobile learning application is more helpful with the process of learning Tais Timor and Tais Timor’s webbing process. So by looking at human needs that more and more, then the process of learning Tais Timor webbing is very helpful to be able to keep traditional art mats and Tais Timor can be processed into any outfit according to needs. The tutorial on Tais Timor fabric and the online system created in East Timor Tais. -
Mobile Learning Zoo: A Case Study of Indonesia
Jourgi Epardi, Oktavianus Teguh Prayitno, SuyotoAbstractTechnology development for the purpose of learning virtually now is much needed. This research integrating knowledge virtual based on education and learning at the zoo especially in Indonesia based on mobile applications, in this case, will integrate application mobile use technology of QR Code and Image Recognition. Android system and web used for implementation in this research. Android runs a web application and to display the information in the form of text, sound, pictures, and video. QR Code technology used with capturing the barcode 2D (2 Dimensions). While image recognition used to catch photo the animals and do image processing, the results second this method of information for of text, sound, pictures, and video in an extract from a web. With this application, visitors can learn and also it can increase in learning about animals and the zoo in Indonesia through the application of mobile. -
Learning to Read and Identifies the Level of Hearing Disability Early Age Using a Mobile Learning Application
Paulus Haba Lena, Wayan Rupika Jimbara, SuyotoAbstractIn recent Decades, a lot of applications are designed to assist communities in carrying out their activities from, whether applications for education, services or games. Notice from the significant development of technology in this world, especially in the smart phone application. Some of Reviews These developments are also being felt by the disabilities, some applications for education are designed to provide education from an early age. The aim of this study is to assist or to Facilitate Reviews those who have problems with Reviews their hearing. There are many factors that can cause problems with Reviews their hearing. They need an education about the problems that occur at their hearings. With the help of computer, information about what happen in their hearing can be quickly intervening and Easily Obtained. Moreover, the presence of a diagnosis system at hearing loss, they will get certainty about what already happen at their hearings. In diagnosing of Hearing Loss, the writer uses Mobile application Learning. And in writing, the writer Also uses forward chaining method and certainty factor method. But there are Also people who have problems with Reviews their hearing from birth. People with disabilities on their hearing are named the deaf. Also this system contains of the education about sign language for the deaf and the mute. The writer multimedia designs by using a smartphone application so it will be easy to access anywhere. The designer of this system was equipped by visualization and audio so it will be more easy to be understood by the user. -
Mobile Pocket KalDik: Dynamic and Interactive Academic Calendar
Amaya Andri Damaini, Ginanjar Setyo Nugroho, SuyotoAbstractAcademic calendar serves as a reference in planning and management of academic activities at a University. Many universities that include the academic calendar on web pages or in the form of a specific file format to be accessible. The trend of smartphone use is growing rapidly, making the academic calendar potentially developed into a mobile application that can help the management of academic activities become more effective and efficient. Pocket KalDik that incorporates the principles of the calendar and social media, allows the user to create learning schedule virtually and dynamically distribute the information of activities at the University in a real-time. This can indirectly help increase the productivity of education in the academic community. Pocket KalDik is a mobile application implemented with the Representational State Transfer (REST) architecture model. Pocket KalDik is expected to improve productivity and better time management for students and other academic community. -
Learning Style and Consciousness Factors in E-Learning System on Information Security
Kiyoshi Nagata, Yutaka Kigawa, Tomoko AokiAbstractAn E-learning system, which is considered as personalized, interactive, self-studying system, and free from time and place constraints, is an important factor for the flipped teaching. In Japanese higher educational institutions as in universities, many studies and practices on e-learning have been reported, but the state of trial and errors are still continuing. Thus, we propose the construction of an e-learning system incorporating not only with learner’s consciousness but also with their learning style. The system is consistent of three individual parts and one integration phase. The first part is composed of tools, methods, and facilities used to provide proper e-learning environment. The second part is composed of theoretical or practical result on learning styles. The third part is composed of learners’ consciousness factors on information security which we have studied by conducting questionnaire surveys to some Asian countries’ university students. In the integration phase, the components of e-learning discussed in the first part are evaluated from learning style related psychological aspects. Anticipated result in the paper is that we propose a prototype which includes several types of content with proper links to information security factors and to learning styles. By clarifying the relationship among some constituent elements related to the e-learning which helps flipped teaching, we propose a total integrated system of e-learning. -
Mobile Device or Personal Computer for Online Learning – Students’ Satisfaction in Yemeni Universities
Daniela Tuparova, Abdul Rahman Al-Sabri, Georgi TuparovAbstractThe widespread use of mobile technologies allows today’s students and teachers to work and study independent of place and time. Moreover, in some developing countries mobile access to internet is more predominant than other Internet access methods due to poor or destroyed communication infrastructure caused by political conflicts; therefore, mobile devices, like smartphones, are frequently used for Internet access. The aim of our research is to outline student satisfaction and preference regarding the usage of different devices – personal computers, tablets, and smartphones to access various types of learning content in higher education in the Republic of Yemen. In this study, 72 students were involved, of which, 51 of participated in the survey for evaluation of satisfaction and usability. -
Cryptography Applied to the Internet of Things
Javier Sanchez Guerrero, Robert Vaca Alban, Marco Guachimboza, Cristina Páez Quinde, Margarita Narváez Ríos, Luis Alfredo Jimenez RuizAbstractConcepts and technologies that have made it possible for devices to interconnect to real-world objects, have existed for some time. The Internet of things can be defined as a pervasive and ubiquitous network that allows the monitoring and control of the physical environment by collecting, processing and analyzing data generated by sensors or smart objects. As the number of devices connect to the Internet increases, it is necessary to provide a safe and reliable operation of such devices. This paper emphasizes the use of cryptographic algorithms that can be implemented in devices that can connect to the internet of things, in order to provide security for the transmission of information on the vast network of sensors, a network that is increasing in size and number. This paper describes the problem of security on networked devices and describes the main algorithms and processes that provide security to this technology. It is concluded that since the devices that form the Internet of things have little memory and processing, it is necessary to apply algorithms that use the least amount of bits, with encryption algorithms that are based on elliptic curves. The advancement of technologies and algorithms that provide security should be considered, because every day we are more dependent on the internet of things. -
Be Active and Explore
An Interactive Online Walk as an Example of Engaging Place-Based Learning Magdalena BrzezinskaAbstractThis paper focuses on cross-curricular instruction that encompasses place-based learning (as defined by Sobel, Elder and Lane-Zucker), location-based learning (one mediated by mobile platforms; as understood by Yehiel and Ziv, followers of Walter Benjamin and his distinction between the concepts of a tourist and a wandering man), problem-and-quest-based learning (particularly in its task-based aspect embracing tacit knowledge and supporting student choice) and project-based learning. It also shows how this type of “eclectic instruction” can be used to boost teenage student engagement and make young adults genuinely interested in local culture and history, examined through the tinted spectacles of a foreign language.
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- Titel
- Teaching and Learning in a Digital World
- Herausgegeben von
-
Prof. Michael E. Auer
Dr. David Guralnick
Prof. Dr. Istvan Simonics
- Copyright-Jahr
- 2018
- Electronic ISBN
- 978-3-319-73210-7
- Print ISBN
- 978-3-319-73209-1
- DOI
- https://doi.org/10.1007/978-3-319-73210-7
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