
Teaching and Learning in a Digital World
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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.
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Content
- Intro
- Preface
- Organization
- Committees
- General Chair
- ICL2017 Conference Chair
- International Chairs
- Program Co-chairs
- Technical Program Chair
- IEEE Liaison
- Workshop and Tutorial Chair
- Special Session Chair
- Demonstration and Poster Chair
- Awards Co-chairs
- Publication Chair
- Senior PC Members
- Program Committee
- Contents
- Collaborative Learning
- Scratch as Educational Tool to Introduce Robotics
- Abstract
- 1 Introduction
- 2 Scratch: Imagine, Program and Share
- 2.1 Getting Scratch and Reference Resources
- 2.2 The Programming Environment
- 2.3 Scratch Users and the Communities
- 3 Scratch Course
- 3.1 Course Location and Resources
- 3.2 Course Structure
- 3.3 Course Results
- 4 Discussion
- 5 Conclusions
- Acknowledgment
- References
- Design and Set-up of an Automated Lecture Recording System in Medical Education
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Technical Approach
- 3.1 Set-up of Recording Hardware
- 3.2 Set-up of the Content Organization and Streaming Portal
- 4 Technical Workflow
- 4.1 Pre-processing Steps
- 4.2 Data Recording in Lecture Room
- 4.3 Data Transmission
- 4.4 Post Processing
- 4.5 Playout and Student View
- 5 Summary and Conclusions
- References
- Collaborative Learning Advancing International Students
- 1 International Students at the Portuguese Universities
- 2 Collaborative Learning as a Methodology
- 2.1 A Multidisciplinary Approach for the Integration of International Students
- 2.2 The Pedagogic Triangle
- 2.3 The Knowledge Triangles
- 3 Conclusions
- References
- Collaborative Learning of DC Transients in Series Circuit with MATLAB as a Learning Aid
- 1 Introduction
- 2 Approach
- 2.1 Assignment Modules of Group I
- 2.2 Getting Started matlab
- 3 Activities of Group-I
- 3.1 Analysis of the Problem
- 3.2 Models and Outputs
- 4 Activities of Group-II
- 5 Activities of Group-III
- 6 Conclusion
- References
- The Practical Experiences with Educational Software for Modelling Interactive Collaborative Teaching
- Abstract
- 1 Introduction
- 2 Examples of Using WPad
- 3 Conclusions
- References
- Exploring Student Interest of Online Peer Assisted Learning Using Mixed-Reality Technology
- Abstract
- 1 Introduction
- 2 Research Design
- 3 Results and Discussion
- 4 Conclusion
- References
- Monitoring the Knowledge Building Process in a CSCL Environment: A Case Study from Turkey
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Research Design
- 2.2 Context
- 2.3 Participants
- 2.4 Procedure
- 2.5 Data Collection
- 2.6 Data Analysis
- 3 Results
- 4 Discussion and Conclusion
- References
- Improving Online Interaction Among Blended Distance Learners at Makerere University
- Abstract
- 1 Introduction
- 2 Literature
- 3 Approaches and Methods
- 3.1 Affordance Analysis eLearning Design Framework
- 3.2 Learning Task/Activity
- 3.3 Affordance Requirements of the Task and Tool
- 3.4 Methods
- 4 Findings and Discussion
- 4.1 Learning Activity Organization
- 4.2 Facilitation
- 4.3 Course Design
- 4.4 Assessment
- 4.5 Tutor Presence and Feedback
- 5 Conclusion
- Acknowledgements
- References
- A Technological Proposal Using Virtual Worlds to Support Entrepreneurship Education for Primary Scho ...
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Architecture Model
- 3.1 Administration
- 3.2 Entrepreneurship Assistant
- 3.3 Online Shop
- 4 Prototype Design
- 5 Conclusions
- References
- Social Life in Virtual Universities
- Abstract
- 1 Introduction
- 2 Social Life Inside Virtual Classrooms
- 3 Social Life Outside Virtual Classrooms
- 4 Building Social Environment
- 5 Conclusions
- Acknowledgements
- References
- Evaluating Collaborative Learning Using Community of Inquiry Framework for a Blended Learning Formal ...
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Formal Methods
- 2.2 Blended Pedagogy
- 2.3 Community of Inquiry Framework
- 3 Research Questions
- 4 Methodology
- 4.1 Study Context
- 4.2 Subjects
- 4.3 Data Collection
- 4.4 Data Analysis
- 5 Results and Discussion
- 6 Conclusion
- Acknowledgement
- References
- The "Architectural Jewels of Lublin" Game as a Tool for Collaborative Interactive Learning of History
- Abstract
- 1 Intoduction
- 2 Study of the Level of Knowledge About the Architectural Monuments of the City of Lublin Among Youn ...
- 2.1 Purpose and Scope of Research
- 2.2 Thesis and Research Hypotheses
- 2.3 Research Methodology
- 2.4 Results
- 2.5 Discussion
- 3 The Game "Architectural Jewels of Lublin" - Presentation
- 3.1 Idea of the Game
- 3.2 Technical Layer
- 3.3 The Logic of the Game Allowing for Collaborative-Interactive Learning of History
- 4 Conclusions and Further Work
- References
- Acquiring the History of the City with Collaborative Game Based Learning
- 1 Introduction
- 2 The Game
- 2.1 Functional and Non-functional Requirements of the Game
- 2.2 Data Model and Game Logic Design
- 3 Research Results
- 4 Conclusions
- References
- Engineering Pedagogy
- Work-in-Progress: Lean Education/Lean Innovation
- Abstract
- 1 Introduction
- 2 Lean in Higher Education Institutions Context
- 3 Lean in Higher Education Institutions Entrepreneurial Context
- 4 Lean Startup in University Education
- 5 Further Work
- Acknowledgment
- References
- Using PBL and Rapid Prototyping Resources to Improve Learning Process
- Abstract
- 1 Introduction
- 2 Problem-Based Learning Model
- 2.1 Level 1: Solving an Academic Problem Inside the Classroom
- 2.2 Level 2: Solving a Structured Problem
- 2.3 Level 3: Simulating a Problem's Solution
- 2.4 Level 4: Solving a Professional Problem
- 2.5 The Use of Rapid Prototyping (RP) Resources in the PBL Levels
- 2.6 PBL's Classes Development in Level 1
- 3 Conclusions
- References
- Influence of Study Skills on the Dropout Rate of Universities: Results from a Literature Study
- Abstract
- 1 Introduction
- 2 Study Skills and Academic Achievement-State of the Art
- 3 Method
- 4 Results
- 4.1 Summary of the Relevant Literature
- 4.2 Development of a Model
- 4.2.1 Study Skill Categories and Study Skills
- 4.2.2 Influencers' Roles in Improving Study Skills
- 5 Conclusion and Outlook
- References
- Electrical Engineering Students' Achievement in Measurement Accuracy of Digitized Signals - Work in Progress
- Abstract
- 1 Introduction
- 2 The Research Setting
- 3 Results
- 4 Conclusion
- Appendix - Questionnaire Solution
- References
- How Does Indirect Feedback Affect the Attitude in Higher Software Engineering Education?
- Abstract
- 1 Introduction
- 2 Definitions
- 2.1 Definition: Feedback
- 2.2 Definition: Direct and Indirect Feedback
- 2.3 Definition: Software Engineering
- 2.4 Exemplary Methods of (Indirect) Feedback in Software Engineering
- 2.5 Definition: Attitude
- 3 Related Work
- 4 Research Questions and Research Design
- 4.1 Research Questions
- 4.2 Research Design
- 4.3 Didactical Setting
- 5 Status and Outlook
- Acknowledgement
- References
- ''We Don't Want to Know Their Names!''
- Abstract
- 1 Context
- 2 Purpose and Approach
- 3 Students Who Shouldn't Be There
- 4 Who Is Responsible for Creating a Positive Learning Atmosphere?
- 4.1 Students
- 4.2 Professors
- 5 These Gadgets!
- 6 What Do Professors Care or not Care About?
- 7 "We Don't Want to Know Their Names!"
- 8 Conclusions
- References
- Internet of Vehicles Demo System for Autonomous Driving Applications Used in Engineering Education
- Abstract
- 1 Modular Demo System for Learning Experiences with Autonomous Vehicles
- 1.1 Practical Implementation
- 1.2 Model Cars
- 1.3 Exercise Topics
- 2 Conclusions
- Reference
- New Concept of Learning Mathematics
- Abstract
- 1 Practical Mathematics
- 2 Read, Think, and Learn Concept
- 3 Simple Methods
- 3.1 Example-1
- 3.2 Example-2
- 3.3 Example-3
- 4 Fun with Mathematics
- References
- How to Bring a Graduate Program Closer to Employers' Needs?
- Abstract
- 1 Introduction
- 2 Theoretical and Methodological Approach
- 3 Main Results
- 3.1 Why This Curriculum Has Been Updated?
- 3.2 Numerous Internal Constraints
- 3.3 A Strong External Constraint: ABET Accreditation
- 4 Conclusion: What Is Possible to Change?
- Acknowledgement
- References
- A Constructivist Approach to the use of Case Studies in teaching Engineering Ethics
- Abstract
- 1 Case Studies in the Teaching of Engineering Ethics
- 2 Cutting Roadside Trees: A Constructivist Contextualization
- 3 Conclusion
- Acknowledgment
- References
- Measuring the Increase in Students' Comprehension in a Flipped Introductory Calculus Course
- Abstract
- 1 Introduction
- 2 Method
- 3 A Flipped Calculus Course for Developing Country
- 4 Results
- 5 Discussion and Conclusion
- References
- Training Using Professional Simulators in Engineering Education: A Solution and a Case Study
- 1 Introduction
- 2 About Professional Training Simulators
- 3 Building the Professional Training Simulator
- 3.1 Specifying of the Training Simulator
- 3.2 Technical Simulator
- 3.3 The Knowledge Base Available to the User
- 3.4 Set of Professional Regulatory Documents
- 4 Using of the Professional Simulator. Case Study
- 4.1 Roles Setting
- 4.2 Authorization for Operation
- 4.3 Exploitation of the Professional Simulator
- 5 Interpretations, Results
- 6 Concluding Remarks
- References
- Engineering Students' Solutions to Accuracy Problems in Analog Electronics Course
- Abstract
- 1 Introduction
- 2 The Research Setting
- 2.1 Methodology
- 2.2 Questionnaire Set up
- 2.3 Questionnaire
- 2.4 Research Population
- 3 Results
- 4 Discussion
- 5 Conclusions
- References
- The Necessity of Competency Development in Engineering Informatics Education in the Light of Students' Characteristics
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Sample
- 2.2 Instruments
- 3 Results
- 3.1 Perceived Competencies
- 3.2 Achievement Motivation
- 3.3 Personality Traits
- 4 Discussion
- References
- Assessing the Needs of Technical Intelligentsia for Professional Development
- Abstract
- 1 Introduction
- 2 Background
- 2.1 "Technical Intelligentsia": General Concept and Approaches
- 2.2 Specifics of the Russian National System of Qualification Improvement and Professional Retraining
- 3 Sociological Surveys: Results and Discussion
- 3.1 Method of Study
- 3.2 Ranking of the National Scientific and Technical Policy Priorities
- 3.3 Ranking of Necessary Engineer's Skills and Needs in Professional Development
- 4 Conclusions
- References
- Plagiarism Deterring by Using a Sociocybernetic System
- 1 Introduction
- 2 Historical Plagiarism: Act and Reporting
- 2.1 About Historical Plagiarism
- 2.2 Definitions and Reporting Principles of the Plagiarism
- 2.3 Plagiarism as a Matter of Prevention and Deterrence
- 3 The Sociocybernetic System to Plagiarism Deterring
- 4 Embodiment of the Intervention Controller
- 4.1 Principles
- 4.2 Functional Block Diagram
- 4.3 Direct Informing on Identified and Indexed Plagiarism Acts
- 5 Results and Interpretations
- 5.1 About the Authors of Plagiarized Works
- 5.2 About the Form of Publishing of Plagiarized Works
- 5.3 About the Specialized Field of Plagiarized Works
- 5.4 About Attitudes and Reactions to Evidences
- 6 Concluding Remarks
- References
- Systemic Approach to In-house Training in English for Technical University Staff
- Abstract
- 1 Context
- 2 Purpose and Approach
- 3 Learning Outcomes Verification
- 4 Conclusion
- Acknowledgment
- References
- Inbound International Faculty Mobility Programs in Russia: Best Practices
- Abstract
- 1 International Academic Mobility in the Context of Engineering Education
- 2 From Student to Faculty Academic Mobility
- 3 "Glocalization" of Faculty Mobility Programs in Russia
- 3.1 What is "Glocalization"?
- 3.2 An Example of a Regional Program for International Academic Mobility
- 4 A Foreign Faculty Benefits for Engineering Students: Facts and Figures from a Specific Example
- 4.1 Grant Environment
- 4.2 Visiting Professor Audience Survey
- 4.3 Contribution to Engineering Education Internationalization and Globalization of a Region
- 5 Conclusions
- Acknowledgements
- References
- Effect of an Emotional Video on Skin Conductance Response of Respondents in Dependence on Personality Type
- Abstract
- 1 Introduction
- 1.1 The Influence of Emotions on Physiological Changes in an Organism
- 1.2 Emotional Experience in the Context of Personality Types
- 1.3 MBTI
- 2 Material and Methods
- 2.1 Respondents
- 2.2 Questionnaire Determining the MBTI
- 2.3 Electrodermal Activity (EDA)
- 2.4 Skin Conductance Response
- 2.5 Eduction Laboratory Board (EdLab)
- 2.6 Video as a Stimulus
- 2.7 Questionnaire
- 2.8 Research Process
- 3 Results and Discussion
- 3.1 Evaluating MBTI
- 3.2 Evaluating Data from GSC Measuring
- 3.3 Evaluation of the Questionnaire
- 4 Conclusion
- References
- Motivation of Adolescents to the Study of Technical Branches as a Priority of the Czech Education System
- Abstract
- 1 Introduction
- 2 Problem Field and Questions Resulting from the Broader Social Contexts
- 3 The Goals of the Project and the Time Schedule of Solution
- 3.1 Time Schedule
- 4 Conceptual and Methodological Approach Proposed for the Solution of the Project
- 4.1 Anticipated Outputs
- 5 The Social Significance of the Solved Grant
- Acknowledgement
- References
- Psychology and Pedagogical Maintenance of Formation of Career Competence of Future Engineers
- Abstract
- 1 Introduction
- 1.1 The Purpose
- 2 Approach
- 3 Pedagogical Context of "Education for Career"
- 3.1 Methods of Practical Realization
- 4 Actual Results
- 5 Conclusion
- References
- Collaborative Project-Based Learning in Training of Engineering Students
- Abstract
- 1 Introduction
- 2 Types of Teaching Approaches
- 2.1 Project-Based Learning
- 2.2 Social Constructivism Theory
- 2.3 Connectivism Theory
- 2.4 Combination of the Three Approaches
- 3 Project Implementation
- 3.1 Psychometry Project in the Human-Machine Interaction Course
- 3.2 Survey of Attitudes
- 3.3 Comparison of Results
- 4 Conclusions
- References
- Work in Progress: Real-Time Annotations of Video-Lectures
- Abstract
- 1 Introduction
- 2 Scenario and System Description
- 3 Discussion and Conclusions
- Acknowledgments
- References
- The Perception of the One-Semester International Academic Mobility Programme by Students of Computer ...
- Abstract
- 1 Introduction
- 2 Definition of the Research Problem and Hypotheses
- 3 The Research Methodology
- 4 Research Results
- 5 Discussion
- 6 Conclusions and Future Works
- References
- Mobile Learning Environments and Applications
- Influence of the Mobile Digital Resources (MDR) Conceptual Model in Motivation of Disadvantaged Students
- Abstract
- 1 Introduction
- 2 The MDR Model
- 3 Methodology
- 4 Results
- 5 Conclusions
- Acknowledgments
- References
- The Math Trail as a Learning Activity Model for M-Learning Enhanced Realistic Mathematics Education: A Case Study in Primary Education
- Abstract
- 1 Introduction
- 2 Theoretical Framework
- 2.1 Mobile Learning
- 2.2 Mobile Learning and Realistic Mathematics
- 2.3 Research Review for Mobile Learning and Realistic Mathematics
- 2.4 Mobile Learning, Realistic Mathematics Education and Math Trails
- 3 The Mathematical Trail "The Fairy of the Waterfalls"
- 4 Methodology, Research Questions, and Research Conditions
- 5 Findings
- 6 Results
- 7 Summary-Discussion
- References
- Teachers' Feedback on the Development of Virtual Speaking Buddy (VirSbud) Application
- Abstract
- 1 Introduction
- 2 Literature Review
- 2.1 A Sociocultural Perspective on Learning to Speak
- 2.2 Related Recent Studies
- 3 The Current Version of VirSbud Application
- 4 Methodology
- 5 Findings and Discussion
- 6 Conclusion
- Acknowledgment
- References
- Mobile Learning Environments Application M-Tais Timor: A Study of East Timor
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Propose Method
- 4 Result and Discussion
- 5 Conclusion and Recommendation
- Acknowledgments
- References
- Mobile Learning Zoo: A Case Study of Indonesia
- Abstract
- 1 Introduction
- 2 Related Literature
- 3 Method and Design
- 4 Result and Discussion
- 5 Conclusion
- References
- Learning to Read and Identifies the Level of Hearing Disability Early Age Using a Mobile Learning Ap ...
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Research Methodology
- 3.1 Classifications of Hearing Loss
- 3.2 Diagnosis of Hearing Loss
- 3.3 Flowchart System
- 4 Virtual Education for Early Childhood
- 5 Conclusion
- References
- Mobile Pocket KalDik: Dynamic and Interactive Academic Calendar
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Proposed System
- 4 Result and Discussion
- 5 Conclusion
- References
- Learning Style and Consciousness Factors in E-Learning System on Information Security
- 1 Introduction
- 2 E-Learning Environment -Facilities, Tools, Methods-
- 2.1 Merit and Demerit
- 2.2 E-Learning Environment
- 3 Learning Styles -Theoretical or Practical Works-
- 3.1 Kolb's Learning Style
- 3.2 4MAT
- 3.3 MBTI
- 4 Learners' Consciousness Factors on Information Security
- 4.1 User Consciousness Oriented E-Learning System (Prototype Version)
- 5 Integration of Three Parts
- 6 Conclusion
- References
- Mobile Device or Personal Computer for Online Learning - Students' Satisfaction in Yemeni Universities
- Abstract
- 1 Introduction
- 2 Methodology
- 3 Findings and Results
- 4 Conclusions
- Acknowledgments
- References
- Cryptography Applied to the Internet of Things
- 1 Introduction
- 1.1 Theoretical Framework
- 1.2 Conclusions, Limitations and Future Work
- References
- Be Active and Explore
- Abstract
- 1 Introduction to the Study
- 1.1 The Goal of the Study
- 1.2 The Scientific Approach Adopted
- 2 The Process of Creation of the Interactive Walk
- 2.1 Inventing a Persona
- 2.2 Selecting Optimal Localizations
- 2.3 Creating a Map of the Senses
- 2.4 Reconstructing the Map of the Senses Online
- 2.5 Testing the Draft
- 3 The Outcomes of the Project
- 4 The Conclusions
- References
- New Learning Models and Applications
- PDM Field Study and Evaluation in Collaborative Engineering Education
- Abstract
- 1 Introduction
- 2 Research Design
- 3 Activities to Introduce PDM to Mechanical Engineering Design Education
- 3.1 Research Activities
- 3.2 Introducing PDM to Austrian HTL
- 4 PDM Field Study Setting and Boundaries
- 4.1 PDM Field Study at Austrian HTL
- 4.2 PDM Field Study Conditions
- 4.3 Design Task and Deliverables
- 4.4 PDM Setting for Field Study
- 4.5 Students' and Teachers' Notes
- 5 PDM Field Study Evaluation
- 5.1 PDM Database Evaluation of Collaboration
- 5.2 Research Questions
- 6 Conclusion and Outlook
- References
- Soundcool Project: Collaborative Music Creation
- Abstract
- 1 Soundcool Project
- 1.1 Soundcool is Sustainable
- 1.2 Soundcool is Future-Oriented
- 1.3 Soundcool is Transformative
- 1.4 Soundcool is Innovative
- Acknowledgements
- References
- The Application of Action Research to Review Modern Techniques in Manufacturing Systems
- Abstract
- 1 Introduction
- 2 Action Research Practice
- 2.1 An Overview of the Project
- 2.2 Instructor's Intervention
- 2.3 Outline What Happened
- 2.4 Results
- 3 Conclusions
- Acknowledgement
- References
- Analysis of Behaviors of Participants in Meetings
- 1 Introduction
- 2 Detection of Participant Behaviors
- 2.1 Decision-Making Meetings DM
- 2.2 Brainstorming Meetings BS
- 3 Modeling Participant Behaviors
- 4 Experimental Results for Decision-Making Meetings
- 4.1 Relationship Between the Phase of Meeting and Weights p,q
- 4.2 Evaluation of the Meeting by Other Individuals
- 5 Experimental Results for Brainstorming
- 5.1 Writing Behaviors WBBS and Reactions RBSface by Participants
- 5.2 Modeling Results of Participant Behaviors and Relationships Between Behaviors and Ideas
- 6 Conclusions
- References
- Educational Effects for University Students Through Multiple-Years Participation in Out-of-Curriculu ...
- Abstract
- 1 Introduction
- 2 Outlines of the Project Team Activities
- 3 Results of Questionnaires
- 3.1 Questionnaires for the Student Members
- 3.2 The Overall Results
- 3.3 The Results Based on the Time Periods of Participation
- 4 Discussions
- 4.1 Skills/Abilities Development Effects Through Participation Experiences Over Multiple Years
- 4.2 Desirable Aspects of the Out-of-Curriculum Style Activities
- 5 Conclusions
- References
- Presentation Skills of Mentor Teachers
- Abstract
- 1 Introduction
- 2 Background, Goal and Methodology of Research
- 3 Personal Data and Professional Knowledge
- 3.1 Gender Ratio of Mentor Teachers
- 3.2 Age of Mentor Teachers
- 4 Previous Knowledge for Presentation Skills
- 4.1 Learning of Educational Technology
- 4.2 Learning of Presentations' Preparation
- 4.3 Basic Rules of Presentations' Preparation
- 5 Planning and Preparation of Presentations
- 6 Application of Presentations in Their Work
- 7 Results and Conclusions
- References
- A Two-Sided Approach of Applying Software Engineering Perspectives in Higher Education
- Abstract
- 1 Introduction
- 2 Theoretical Foundation
- 2.1 Perspective Based Reading
- 2.2 The Software Lifecycle Process and Its Roles Per Life Cycle Phase
- 2.3 Feedback
- 3 Approach
- 3.1 Perspective Based Task
- 3.2 Perspective Based Feedback
- 3.3 Example
- 4 Outlook and Conclusion
- Acknowledgement
- References
- Peer Review as a Tool for Person-Centered Learning: Computer Science Education at Secondary School Level
- Abstract
- 1 Introduction
- 2 Methodology
- 3 Results
- 4 Recommendations
- 5 Conclusion
- References
- Can Pair Programming Address Multidimensional Issues in Higher Education?
- Abstract
- 1 Introduction
- 2 Challenges in Teaching Programming
- 2.1 Students' Heterogeneity
- 2.2 Mediation of Generic Competencies
- 2.3 Motivation of Students
- 2.4 Employability
- 2.5 Solution Approach
- 3 Pair Programming
- 3.1 Related Work
- 3.2 Heterogeneity and Pair Programming
- 3.3 Motivation in Pair Programming
- 3.4 Generic Competencies in Pair Programming
- 3.5 Employability Concerning Pair Programming
- 3.6 Conclusion
- 4 Summary and Outlook: Didactical Setting and Evaluation
- Acknowledgement
- References
- PTD: Player Type Design to Foster Engaging and Playful Learning Experiences
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Game-Based and Gamification Strategies for Designing Experiences with a Purpose
- 2.2 Player Types
- 3 Player Types Design (PTD)
- 3.1 Engagement Activities and Elements
- 3.2 Design Goals
- 3.3 How to Use It
- 4 Case Studies and Discussion
- 4.1 Case 1: Designing a Playful Blended Learning Environment
- 4.2 Case 2: Designing an Engaging Mobile Application
- 5 Conclusions and Future Work
- References
- The Use of New Learning Technologies in Higher Education Classroom: A Case Study
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 4 Results and Discussion
- 4.1 Comparison Between the Traditional Approach Versus Kahoot
- 4.2 Analysis of the Kahoot Approach Acceptability and Applicability
- 5 Conclusions and Suggestions
- References
- Innovation of CAD/CAE System Teaching at Upper Secondary Education
- Abstract
- 1 Context of the Solved Issues
- 2 Traditional Methodology of CAD System Teaching
- 3 Innovative Methodology of CAD/CAE System Teaching
- 4 Validation of the New Methodology of CAD/CAE System Teaching
- 5 Anticipated Outcomes
- References
- The Playful Approach to Teaching How to Program: Evidence by a Case Study
- Abstract
- 1 Introduction
- 2 Playful Approach
- 3 Case Study
- 3.1 Organization
- 3.2 Curriculum
- 3.3 Survey Development
- 3.4 The Educational Game
- 4 Survey Evaluation
- 4.1 First Survey
- 4.2 Second Survey
- 5 Observations During the Pilot Class
- 6 Conclusion and Recommended Changes to the Approach
- Acknowledgements
- References
- New Approach to Architectural Design Education
- Abstract
- 1 Introduction
- 2 A Historical Approach to the Situation of Architectural Education in the Contemporary Age
- 3 Developments from Past to Today
- 4 A Specific Assesment over Nisantasi University
- 5 Conclusions and Suggestions
- References
- An Iterative Approach for Institutional Adoption and Implementation of Flipped Learning: A Case Stud ...
- Abstract
- 1 Context
- 2 Theoretical Framework
- 2.1 Need for Flipped Learning
- 2.2 Institutional Implementation Models
- 3 Methodology - Approach and Deployment
- 3.1 Strategic Purposes
- 3.2 Implementation Plan
- 3.3 Structures and Support Mechanisms
- 3.4 Deployment
- 4 Results
- 4.1 Student and Faculty Feedback
- 5 Findings
- 6 Conclusions and Future Plans
- References
- Evaluation of Early Introduction to Concurrent Computing Concepts in Primary School
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 3.1 Educational Context and Targets
- 3.2 Beginners' Syllabus
- 3.3 Advanced Syllabus
- 4 Evaluation
- 4.1 Subjects
- 4.2 Results
- 5 Discussion and Conclusions
- References
- Flipped Classroom Method Combined with Project Based Group Work
- Abstract
- 1 Introduction
- 2 Theoretical Framework
- 3 Research Goals
- 4 Course Design
- 5 Analyses and Results
- 6 Conclusions
- References
- "Let's Go. Kahooting" - Teachers' Views on C.R.S. for Teaching Purposes
- Abstract
- 1 Introduction
- 2 Rationale as to the Method and the Topic Chosen
- 3 Methodology
- 3.1 Research Questions
- 3.2 The Sample
- 3.3 The Research Tools
- 4 Data Analysis
- 4.1 Analysis of the Focus Group Discussion
- 4.2 Analysis of the Questionnaires
- 5 Discussion and Conclusions
- References
- Introducing "Kodu" to Implement Cross Curricular Based Scenarios in English for K-12 Learners
- Abstract
- 1 Introduction
- 2 Rationale of the Present Study
- 3 The Research
- 3.1 The Purpose of the Research and Research Questions
- 3.2 The Sample
- 3.3 The Research Tools
- 3.4 Research Stages
- 4 Results
- 4.1 Statistical Analysis-Data Analysis
- 5 Conclusions/Recommendations/Summary
- References
- On Legal Support for Engineering Activities: A New Managerial Project
- Abstract
- 1 Law and Engineering Education: Russian Traditions
- 2 Changing Standards and System Capabilities
- 3 New Approaches and Technologies
- 4 Case History: Unexpected Innovations
- 5 Interdisciplinary Approach as a Basis for Developing Humanities at an Engineering University
- References
- ICT Used to Teach Geography to Primary School Children - An Alternative Teaching Approach
- Abstract
- 1 Introduction
- 2 The Research
- 3 The Teaching Approach
- 3.1 Google Maps
- 3.2 Eclipse Crossword
- 3.3 Searching on the Net
- 3.4 Presentation Software
- 3.5 Word Processing
- 4 Educational Observations and Discussion
- 5 Conclusions
- References
- Assessing the Learning Process Playing with Kahoot - A Study with Upper Secondary School Pupils Lear ...
- Abstract
- 1 Introduction
- 2 Rationale of the Present Study
- 3 The Research
- 3.1 The Purpose of the Research
- 3.2 Research Question - The Sample
- 3.3 The Research Tools
- 3.4 Research Stages
- 4 Results
- 4.1 Statistical Analysis-Data Analysis
- 4.2 Discussion of the Results
- 5 Conclusions/Recommentions/Summary
- References
- Concept Proposal for Integrating Awareness of Sustainability Through Student Assignments
- Abstract
- 1 Introduction
- 2 Assignment Composition
- 3 Use Case Scenario
- 4 Conclusions
- Acknowledgements
- References
- Interactive Teaching Methods as Human Factors Management Tool in Dangerous Goods Transport on Roads
- Abstract
- 1 Introduction
- 2 ADR Regulations Training Courses
- 2.1 Literature Review
- 2.2 Background
- 2.3 Problem Description
- 3 Methodology
- 3.1 Data Collection
- 3.2 Data Analysis
- 4 Results
- 5 Conclusions
- References
- The IntersTICES-Type Activity (ITA) and Its Impact on Pre-service Teacher Trainers' e-Learning Culture
- Abstract
- 1 Introduction
- 2 Method
- 2.1 Goal and Specific Objectives
- 2.2 Approach
- 3 Actual Outcomes
- 3.1 Identified Guiding Principles
- 3.2 A Reflective and Critical Exercise Implied in the Four Stages of the Training Intervention
- 3.3 Increased Awareness and Self-efficacy
- 4 Conclusions
- References
- A Look-Back to Jump Forward: From an Ancient Innovation Culture to the Exploration of Emerging Pedag ...
- Abstract
- 1 Introduction
- 2 Background and Motivation
- 3 Design Process
- 4 Preliminary Results
- 5 Conclusions and Future Work
- References
- Student Performance and Learning Experience in MOOCs: The Possibilities of Interactive Activity-Base ...
- Abstract
- 1 Introduction and Background
- 2 Research Problem and Hypotheses
- 3 Participants and Data Collection
- 4 Interpretation of the Research Results
- 5 Conclusions
- Acknowledgment
- References
- Work in Progress: An Investigation on the Use of SCORM Based Pre-class Activities in the Flipped Classrooms
- Abstract
- 1 Introduction
- 2 Aim of This Study
- 2.1 Hypotheses
- 3 Methodology
- 3.1 Statistical Analysis
- 4 Results and Discussion
- 5 Conclusion
- References
- Collaborative Learning Supported with Mediawiki Platform in Technical University Environment
- Abstract
- 1 Introduction
- 2 Motivation
- 3 Related Work
- 4 Preliminary Results
- 4.1 MediaWiki Page
- 4.2 A Survey
- 5 Conclusion and Future Work
- Acknowledgment
- References
- Openness of Academic Staff for Educational Innovation in Hungarian HEIs
- Abstract
- 1 Needs for a Change in Higher Education
- 2 Changing Role of Academic Staff
- 3 Survey on the Digital Competences and Openness for Educational Innovation of Teachers
- 3.1 Methodology of the Online Survey
- 3.2 Results of the Survey
- 4 Summary
- References
- A Remote Mode Master Degree Program in Sustainable Energy Engineering: Student Perception and Future Direction
- Abstract
- 1 Introduction
- 1.1 Study Program
- 2 Methodology
- 3 Analysis of Result and Discussion
- 3.1 General Student View of Program
- 3.2 'Not Completed Students' View of Program
- 4 Conclusions
- Acknowledgment
- Appendix
- References
- An Empirical Study on the Use of Gamification on IT Courses at Higher Education
- Abstract
- 1 Introduction
- 2 Gamified Course: Information Technology
- 2.1 The Gamification Platform: Moodle
- 2.2 Core Elements of IT Course Gamification
- 2.3 Changes During the Research Period
- 3 The Effectiveness of Gamification
- 3.1 Impact of Gamification on Participation and Course Completion
- 3.2 Student Satisfaction
- 4 Conclusion and Future Work
- Acknowledgement
- References
- Academic-Industry Partnerships
- Research Oriented Learning in a Research Association - Evaluated in a Maturity Model
- Abstract
- 1 Introduction
- 1.1 Research-Oriented Learning
- 1.2 Research-Oriented Learning in a Research Association
- 2 Development of the Evaluation Instrument
- 2.1 The RMRC-K-model
- 2.2 Collaboration Maturity Model (Col-MM)
- 2.3 Evaluation - Questionnaire Design
- 3 The Application
- 3.1 First Findings
- 4 Discussion and Future Work
- References
- Preparing Future Career Ready Professionals: A Portfolio Process to Develop Critical Thinking Using Digital Learning and Teaching
- Abstract
- 1 Context
- 1.1 Introduction
- 1.2 Background and Literature
- 2 Purpose
- 2.1 Research Questions
- 3 Approach
- 4 Actual Outcomes
- 4.1 Visual Images Assist in Reflective Narratives
- 5 Conclusions Recommendations Summary
- Acknowledgment
- References
- A Creative Ecosystem to Improve the Students Adaptation to Current Trends in IT Companies
- Abstract
- 1 Introduction
- 1.1 Related Work
- 2 Creative Ecosystem
- 2.1 Proposal
- 2.2 Experiences
- 3 Conclusion
- Acknowledgment
- References
- Development of the Intelligent System of Engineering Education for Corporate Use in the University and Enterprises
- Abstract
- 1 Introduction
- 2 Current Approaches and Systems' Analysis
- 3 Problem
- 4 University - Enterprise Intelligent Corporate Training System Organization
- 5 Mathematical Support of the Intelligent Corporate Training System
- 6 Personalized Training Scenario Formation Algorithm
- 7 Realization
- 8 Experiments Results
- 9 Conclusion and Further Research Directions
- Acknowledgement
- References
- Innopolis University, a Center of a Newly-Developed IT Hub in Russia: The Results of Four Years of Academic Operation
- Abstract
- 1 Introduction
- 2 General Information
- 3 Curriculum Development
- 4 Research Infrastructure and Innovation Ecosystem
- 5 Admissions
- 6 Challenges and Other Practices
- 7 Conclusion
- Appendix 1
- References
- A Design Framework for Interdisciplinary Communities of Practice Towards STEM Learning in 2nd Level Education
- Abstract
- 1 Introduction
- 2 Objectives
- 3 Defining the UMI Domain
- 4 Communities of Practice
- 5 Building the Design Framework
- 6 Designing a CoP for Engineering UMI Applications
- 7 Conclusions
- Acknowledgements
- References
- Adaptive and Intuitive Environments
- An Approach for Ontologically Supporting of Space Orientation Teaching of Blind Pupils Using Virtual Sound Reality
- 1 Introduction
- 2 The Related Works
- 3 A Concept of Virtual Audio Reality
- 3.1 How This Virtual Reality Works
- 3.2 A General Founding Object Ontology
- 3.3 Sound Object Ontology
- 4 Summary
- References
- Implementation of Mobile Testing System for Control of Students' Educational Outcomes
- Abstract
- 1 Problem Statement
- 2 Analysis of Recent Research and Publications
- 3 Statement of Basic Research Material
- 4 Recommendations for the Use of Mobile Testing System
- 5 Conclusions
- References
- Cloud Monitoring of Students' Educational Outcomes on Basis of Use of BYOD Concept
- Abstract
- 1 Problem Statement
- 2 Analysis of Recent Research and Publications
- 3 Statement of Basic Material and the Substantiation of the Obtained Results
- 4 Conclusions
- References
- A Concept for an Intelligent Tutoring System to Support Individual Learning Paths in Software Development Courses
- 1 Introduction
- 2 Goal of this Contribution
- 3 Approach for Supporting Individual Learning Paths
- 3.1 Define Learning Objectives
- 3.2 Outline a Syllabus
- 3.3 Generate Appropriate Exercises
- 3.4 Monitor the Student's Performance and Suggest Exercises
- 3.5 Calibrate Initial Parameter Values
- 4 Results
- 5 Conclusions and Future Work
- References
- Problems and Educational Responses in the Age of Digital Technologies
- Abstract
- 1 Introduction: Digital Lovers
- 2 The Operational Proposal
- 3 Collected Definitions of Educational Robotics
- 4 Conclusion
- References
- Model of M-Learning by Multimedia Content Delivery from mCloud to Mobile Devices
- Abstract
- 1 Introduction
- 2 Model of M-Learning System for Multimedia Delivery in mCloud Computing Environment
- 3 Experienced Quality of M-Learning Evaluation
- 4 Conclusion
- References
- Assess and Enhancing Attention in Learning Activities
- Abstract
- 1 Introduction
- 2 State of Art
- 2.1 Attention Concept
- 2.2 Learning Styles
- 2.3 AmI System
- 3 The Proposed Architecture
- 4 Methodology
- 4.1 Features Extraction
- 5 Results
- 6 Discussions and Conclusions
- Acknowledgements
- References
- The General Model of the Cloud-Based Learning and Research Environment of Educational Personnel Training
- Abstract
- 1 Introduction
- 1.1 The Problem Statement
- 1.2 The State of the Art
- 1.3 The Purpose of the Article
- 1.4 The Research Methods
- 2 Presenting the Main Material
- 3 Conclusions
- References
- Project Based Learning and Real World Experiences
- Introducing Project Based Learning into Traditional Russian Engineering Education
- Abstract
- 1 Background
- 1.1 Challenges Facing the Russian Educational System
- 1.2 The Algarysh Grant in the Republic of Tatarstan
- 2 The Approach for Introducing Project Based Learning (PBL) to Students of Different Levels and Groups of Faculty of KNRTU
- 2.1 About Project Based Learning
- 2.2 Instructional Framework at Work with Students and Faculty
- 2.3 And Now the Projects...
- 3 Assessment of Learning Outcomes
- 3.1 Attitude Survey
- 3.2 Analysis of the Survey
- 4 Faculty Adoption of PBL
- Acknowledgment
- References
- Recoil - Measurement, Simulation and Analysis
- Abstract
- 1 Introduction
- 2 Development of the Measurement Device
- 2.1 Development of the Measurement Device - State of the Art
- 2.2 Development of the Measurement Device - Part 1
- 2.3 Development of the Measurement Device - Part 2
- 3 Recoil - Theory and Computation
- 3.1 Kinetic Energy
- 3.2 Conservation of Momentum
- 3.3 Calculation Energy and Recoil Force
- 4 Velocity Simulation of the Gas Around the Bullet
- 5 Measurement Results
- 5.1 Measurement Data - Part 1
- 5.2 Measurement Data - Part 2
- 6 Conclusions
- Acknowledgements
- References
- Topic Oriented Mixed-Method System (TOMMS)
- Abstract
- 1 Introduction
- 2 English-Medium Instruction
- 2.1 Drivers and Aims
- 2.2 Current Situation
- 2.3 Critical Issues of EMI
- 3 Topic Oriented Mixed-Method System - TOMMS
- 3.1 Aims
- 3.2 Methodologies Applied
- 3.3 Language Acquisition Approaches
- 3.4 Conceptual Framework
- 3.5 Implementation
- 4 Discussion
- References
- Developing Assessment for a Creative Competition
- Abstract
- 1 Introduction
- 1.1 Computational Thinking and Creative Programming
- 1.2 Constructionism and the Scratch
- 2 Girls in IT
- 3 Scratchmeccs
- 4 Method and Results
- 4.1 The Method
- 4.2 Results
- 5 Conclusion and Future Directions
- References
- Modbus Protocol as Gateway Between Different Fieldbus Devices - a Didactic Approach
- Abstract
- 1 Introduction
- 2 Equipment Description
- 2.1 TSX57103/302 Premium Controllers
- 2.2 S7-200 Controller
- 2.3 S7-300 Controller
- 3 Proposed Solution
- 3.1 Details About the S7-200 Program
- 3.2 Communication Between the S7-200 and the S7-300
- 3.3 Communication Between the TSX57103 and the S7-200
- 3.4 Communication Between SCADA Software and TSX57's
- 3.5 SCADA System
- 4 Laboratory Experiments and Evaluation of This Didactic Approach
- 5 Conclusions
- References
- Industrial Automation Self-learning Through the Development of Didactic Industrial Processes
- Abstract
- 1 Introduction
- 2 Industrial Automation Previous Knowledge
- 3 Self-learning Approach
- 4 Case Study
- 5 Evaluation of Achieved Results
- 6 Conclusions
- References
- Escargot Nursery - An EPS@ISEP 2017 Project
- 1 Introduction
- 2 Escargot Farming
- 2.1 Related Work
- 2.2 Marketing
- 2.3 Eco-efficiency Measures for Sustainability
- 2.4 Ethical and Deontological Concerns
- 3 EscarGO
- 3.1 Requirements
- 3.2 Functionalities
- 3.3 Design of the Structure
- 3.4 Control System
- 4 Tests, Results and Discussion
- 4.1 Tests
- 4.2 Results
- 4.3 Discussion
- 5 Ideas for Future Developments
- 6 Conclusions
- References
- Wearable UV Meter - An EPS@ISEP 2017 Project
- 1 Introduction
- 2 Measurement of UV Radiation
- 2.1 Wearable UV Meters
- 2.2 Complementary Studies
- 3 Helios
- 3.1 Requirements
- 3.2 Architecture
- 3.3 Structure
- 4 Tests and Results
- 5 Future Developments
- 6 Conclusions and Discussion on the Students Experience
- References
- Challenge Based Learning: The Case of Sustainable Development Engineering at the Tecnologico de Mont ...
- Abstract
- 1 Introduction
- 2 Experimental Design
- 3 Results and Discussion
- 3.1 The i-week
- 3.2 The i-semester
- 3.2.1 School Setting and Students
- 3.2.2 Instructional Design
- 3.2.3 Data Collection Procedure
- 3.2.4 Analysis or Performance
- 3.2.5 Analysis of Experience
- 4 Concluding Remarks
- Acknowledgments
- References
- Design, Development and Implementation of E-learning Course for Secondary Technical and Vocational S ...
- Abstract
- 1 Introduction
- 2 Analysis of Deficiencies in Technical and Vocational Education
- 3 Materials and Methods
- 4 Results and Discussion
- 5 Conclusion
- Acknowledgment
- References
- A Method to Design a Multi-player Scenario to Experiment Risk Management in a Digital Collaborative Learning Game: A Case of Study in Healthcare
- 1 Introduction
- 2 Purpose and Goal
- 3 Approach
- 3.1 Challenges to Design an Interactive Scenario for Risk Management
- 3.2 Overview of Methods to Design a Scenario
- 4 A Method to Design an Educational Scenario for Risk Management Training
- 4.1 Draw up an Educational Scenario Based on Standardized Situation
- 4.2 Draw up an Educational Scenario Based on Irregular Situation
- 5 Experiment and Results
- 5.1 A Case of Study: The Operating Room
- 5.2 Results
- 6 Conclusion
- References
- The Role of Foreign Aid in Education and Development: Field Experiences, Examples from East Africa
- Abstract
- 1 Introduction
- 1.1 The Role of Foreign Aid
- 2 Purpose
- 3 Methods
- 4 Effects of Foreign Aid
- 4.1 Types of Organizations
- 4.2 Positive and Negative Contribution of Foreign Aid
- 4.3 Two Programs Example
- 5 Conclusion
- References
- Crowdsourcing Project as Part of Non-formal Education
- Abstract
- 1 History and Clarification of the Terminology
- 1.1 Information Society
- 1.2 Web 2.0 and Crowdsourcing
- 1.3 Collective Intelligence and Wisdom of Crowds
- 1.4 Crowdsourcing
- 1.5 Five Categories of Crowdsourcing
- 2 Example of Non-formal Educational Crowdsourcing Project
- 2.1 Knowing the Limits
- 2.2 Non-formal Teaching and Learning - the Use of Waze and Wikipedia
- 3 Empirical Survey
- 4 Conclusion and Future of Crowdsourcing
- References
- Serious Games Development as a Tool to Prevent Repetitive Strain Injuries in Hands: First Steps
- Abstract
- 1 Introduction
- 2 Implemented System
- 3 Developed Games
- 3.1 Ping Pong Game
- 3.2 Space Ship Game
- 3.3 Hedgehog Invasion Game
- 4 Results
- 5 Final Comments
- Acknowledgment
- References
- Erratum to: A Remote Mode Master Degree Program in Sustainable Energy Engineering: Student Perception and Future Direction
- Erratum to: Chapter "A Remote Mode Master Degree Program in Sustainable Energy Engineering: Student Perception and Future Direction" in: M. E. Auer et al. (eds.), Teaching and Learning in a Digital World, Advances in Intelligent Systems and Computing 715, https://doi.org/10.1007/978-3-319-73210-7_79
- Author Index
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