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The purpose of this study is to propose a real-time lecture supporting system. The target of this study is on-site classrooms where teachers give lectures and a lot of…
The purpose of this study is to propose a real-time lecture supporting system. The target of this study is on-site classrooms where teachers give lectures and a lot of students listen to teachers’ explanations, conduct exercises, etc.
The proposed system uses an e-learning system and an e-book system to collect teaching and learning activities from a teacher and students in real time. The collected data are immediately analyzed to provide feedback to the teacher just before the lecture starts and during the lecture. For example, the teacher can check which pages were well previewed and which pages were not previewed by students using the preview achievement graph. During the lecture, real-time analytics graphs are shown on the teacher’s PC. The teacher can easily grasp students’ status and whether or not students are following the teacher’s explanation.
Through the case study, the authors first confirmed the effectiveness of each tool developed in this study. Then, the authors conducted a large-scale experiment using a real-time analytics graph and investigated whether the proposed system could improve the teaching and learning in on-site classrooms. The results indicated that teachers could adjust the speed of their lecture based on the real-time feedback system, which also resulted in encouraging students to put bookmarks and highlights on keywords and sentences.
Real-time learning analytics enables teachers and students to enhance their teaching and learning during lectures. Teachers should start considering this new strategy to improve their lectures immediately.
The impact of Ubiquitous Computing on Learning is not confined within technical dimension. Besides its technical facilitation, this new computing paradigm also challenges…
The impact of Ubiquitous Computing on Learning is not confined within technical dimension. Besides its technical facilitation, this new computing paradigm also challenges human’s belief on learning, and compels us to rethink on the design of learning resources and environments. The paper explores the concept of Ubiquitous Learning, and proposes a conceptual framework for a Ubiquitous Learning Environment (ULE) design and implementation. A ULE is established on the combination between Real World and Virtual Space, Personal Space and Shared Space. Learning in a ULE is conducted in the interactions among three essential communicative elements: Social Human, Object in real world, and Artifact in virtual space. A learning process is a social transfer process between tacit and explicit knowledge. Context‐Awareness is indispensable to all kinds of interactions in a ULE. In particular, this paper gives a discussion to context‐awareness supported Interoperability and Adaptability in a ULE, and suggests a five‐dimensional (Who, What, How, When, Where) representation approach for modeling context and providing context‐awareness information. In the practical dimension, this paper presents a design framework for a ULE implementation by integrating the applications of present affordable learning devices, such as networked PCs (Personal Computer), PDAs (Personal Digital Assistant), mobile phones, sensors, and RFIDs. A basic learning system architecture in a ULE and a prototype ubiquitous language learning system are also addressed in this paper.