Tag: e-Learning and Collaborative Learning,


How to Support Collaborative Reflection in a Learning Community

Learning Communities are widely used in different educational contexts. This case presents some viewpoints of using Learning Communities with adult students of Social Services in Universities of Applied Sciences in Finland. Adult students coming to study have very different educational backgrounds. Some of them have already completed their Master studies in some different subject and


Learning Cat Tools Using E-Learning Tools: A Case Study

The Post-Graduation Program in Translation at Universidade Autónoma de Lisboa, a private university in Portugal, is in its fifteenth edition. The program has undergone various changes, including from face-to-face to b-learning and e-learning formats. Though initially only Moodle was used, in recent years, different Virtual Learning Environments (VLE) were introduced, the first being WizIQ©. In


Achieving Sustainability Learning through a Cloud-Based Online Learning Platform

It is undeniable that the utmost goal of education is to enlighten one’s critical thinking and allow one to appropriately utilize knowledge while being able to pass knowledge to the next generation effectively. However, learning atmosphere is always discouraged with piles of learning materials and lack of hands-on experiences. With only the completion of verbal


Automatic Assessment of Programming Assignments to Enable New Educational Paradigms

Automating the assessment of programming assignments in higher education institutions is important to provide prompt feedback to the students, reduce teachers’ workload on repetitive tasks, avoid human errors, and enable the exploration of new educational paradigms such as gamification and course adaptation based on learning analytics. However, the automatic assessment of programming assignments is challenging because


Course Facilitation Tools – Engaging 21st Century Adult Learners

As we develop online courses for our learners, we nurture them with well-conceived, well-designed, well-presented courses and programs. Course facilitation expectations and approaches are designed to engage 21st century learners in asynchronous activities with their peers and teacher. In this presentation, Tony will share research-based facilitation approaches which are designed to engage 21st century learners


A Tree-Based Chart for Visualizing Programming for Problem Solving

Programming for solving problems has been an important skill in computer programming education. However, most of the assessment for the skill tends to emphasize on the product of programming rather than the process of programming. Considering students’ process of programming may gain insight into the understanding of students’ difficulties and their performance, this study incorporates


Blended Learning and Total Engagement – Posters that Teach

Electronically-mediated technologies are prohibited from use in a major assessment component of a blended learning subject. This subject employs a multidisciplinary problem-based approach to explore international issues and perspectives using a rich blend of face-to-face, electronically-mediated, individual and team-based activities. The assessment is a role-play simulation which occurs during the second half of a year-long


Modular Learning Design

Current technology integration process in education substitutes tools in the classroom and changed the way pupils reflections about learning, however woefully lacks the aspects which technology can be useful in the whole learning progression, especially, analyze, deciding, applying, collaborative working, peer learning; shortly, when learning is happening. This presentation proposes a new paradigm for schools


E-Learning Approach and Logical Mathematical & Spatial Intelligences in Learning Solid Geometry

E-learning is the use of electronic media and information and communication technologies (ICT) in education. It is now an educational approach to effective learning. Learning mathematics like solid mensuration thru electronics means is more effective to students only if they have higher level of logical ‘ spatial intelligences. The purpose of this study is to


Playful Coding: Game-Based Teaching for Programming Courses

In the Information Age, the Learn-to-Code movement in the Computer Science Education starts to go viral around the world in the. And educators start to encourage people learn programming in a early age. But learning programming is difficult for kids because of the abstract concept, which make kids hard to understand and be confused. However,


A Method of Estimating Cooperative Activities in Collaborative Learning Based on Participants’ Spatial Relationships

Collaborative learning has become more and more important in education area. In most collaborative works, students are separated into groups, where the possible scope of teachers might be strongly limited. Therefore, automatic feedback based on sensing the state of students during collaborative work is helpful for effective educational guidance. In this work, we focus on