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Article
Publication date: 31 May 2004

Tom McEwan and Sandra Cairncross

If initial attempts to incorporate reusable multimedia into university teaching were characterised by the efforts of enthusiasts, the growth of the “Learning Object” economy in…

Abstract

If initial attempts to incorporate reusable multimedia into university teaching were characterised by the efforts of enthusiasts, the growth of the “Learning Object” economy in recent years requires a more strategic and systems‐based approach. While all reusable learning materials have a value, both financial and educational, multimedia in particular is expensive to produce. Systematic production (based on ISO 14915 standards (2002a, 2002b, 2003) and evaluation of fitness for purpose, are paramount. Human‐centred design (HCD) methodologies, based on the ISO 13407 standard (1999), are now well‐established for ensuring that investments in technology result in benefits, and in particular lay heavy emphasis on the frequent use of evaluation. This paper reviews literature in educational multimedia production, interaction design, HCD, and pedagogy, and summarises ongoing attempts to standardise a definition of reusable learning objects (RLOs), with multimedia learning objects (MLOs) as a specific example. We conclude that evaluation must be central to the production and deployment of MLOs. We report on experiences applying an existing framework for effective production of multimedia learning resources, and propose revisions to this framework to add effective evaluation mechanisms.

Details

Interactive Technology and Smart Education, vol. 1 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 19 May 2021

Ree Chan Ho and Bee Lian Song

This study aims to examine live streaming experiences of business students’ at the tertiary education level, and how the use of this interactive platform satisfies their…

Abstract

Purpose

This study aims to examine live streaming experiences of business students’ at the tertiary education level, and how the use of this interactive platform satisfies their affective, cognitive, social and hedonic needs in learning. Likewise, it explored the influence of live streaming class on the learning outcome needed in achieving self-directed learning.

Design/methodology/approach

Drawing on the uses and gratifications theory, a conceptual framework was developed to discover the impact of interactive live streaming platform in meeting learners’ needs required for self-directed learning. A survey was conducted with a sample of 402 business undergraduate students from 5 universities. Data was analyzed with covariance-based structural equation modeling.

Findings

This study confirmed that learners’ gratifications gained from live streaming encouraged them to collaborate with the instructors in meeting the learning outcomes. The findings also supported that the interactive nature of live streaming offers the opportunity for students to learn independently. Thus, it sheds new light on how a live streaming learning environment can be further developed in promoting self-directed learning.

Originality/value

This study offers a novel understanding of live stream class adoption by examining learners’ needs from a uses and gratification perspective. It also contributed new insight to the existing literature on live streaming technology use in education to promote self-directed learning.

Article
Publication date: 23 July 2020

Bryan Foltice and Rachel Rogers

This paper evaluates potential methods for reducing ambiguity surrounding returns on equity to improve long-term savings decisions.

Abstract

Purpose

This paper evaluates potential methods for reducing ambiguity surrounding returns on equity to improve long-term savings decisions.

Design/methodology/approach

We evaluate 221 undergraduate students in the US and first assess the degree of ambiguity aversion exhibited by individuals in the sample population as they decide between a risky (known probability) option and ambiguous (unknown probability) option pertaining to their chances of winning $0 or $1 in a hypothetical lottery. Similarly, we test whether sampling historical return data through learning modules influences long-term decision making regarding asset allocation within a retirement portfolio.

Findings

Allowing participants to experience the underlying probability through sampling significantly influences behavior, as participants were more likely to select the ambiguous option after sampling. Here, we also find that participants who receive interactive learning modules – which require users to manually alter the asset allocation to produce a sample of historical return data based on the specific allocation entered in the model – increase their post-learning equity allocations by 10.1% more than individuals receiving static modules. Interestingly, we find no significant evidence of ambiguity aversion playing a role in the asset allocation decision.

Originality/value

We find that decision-making related to ambiguous and risky options can be substantially influenced by experiential learning. Our study supplements previous literature, providing a link between research on the effect of ambiguity on stock market participation and implementation of educational programs to improve the asset allocation decision for young adults.

Details

Review of Behavioral Finance, vol. 13 no. 4
Type: Research Article
ISSN: 1940-5979

Keywords

Article
Publication date: 29 May 2009

Khaled Sabry and Sarmad AlShawi

This paper aims to highlight some learning and teaching challenges in relation to universities and colleges in the Gulf region, including students' learning preferences, and…

Abstract

Purpose

This paper aims to highlight some learning and teaching challenges in relation to universities and colleges in the Gulf region, including students' learning preferences, and cultural aspects. It explores the sequential‐global learning styles profile of undergraduate students as part of a continuous research in Information Systems Design with a particular focus on the design of Interactive Learning Systems (ILS).

Design/methodology/approach

The paper examines the learning style profile of undergraduate students for a cohort of Management Information Systems at a regional university in the UAE. It uses the Index of learning styles instrument as a tool for measuring the sequential‐global learning styles dimension. Also, the paper conducts a literature review of different aspects related to current challenges facing undergraduate students in the Gulf region as well as design principles related to the interactivity of learning systems.

Findings

The results show overall equal tendency towards both the sequential and global styles, different from a previous paper conducted in UK university. The paper highlights some students' differences that should be catered for in ILS design.

Originality/value

The paper is expected to provide further insights into some of the challenges facing many students doing their undergraduate degrees as well as the importance of a carefully balanced design of ILS (balance and bend model) to cater for students' different preferences and needs. A discussion and recommendations on how these findings can be reflected on the design of ILS are provided.

Details

Transforming Government: People, Process and Policy, vol. 3 no. 2
Type: Research Article
ISSN: 1750-6166

Keywords

Open Access
Article
Publication date: 10 August 2021

Matt Crosslin, Kimberly Breuer, Nikola Milikić and Justin T. Dellinger

This study explores ongoing research into self-mapped learning pathways that students utilize to move through a course when given two modalities to choose from: one that is…

1099

Abstract

Purpose

This study explores ongoing research into self-mapped learning pathways that students utilize to move through a course when given two modalities to choose from: one that is instructor-led and one that is student-directed.

Design/methodology/approach

Process mining analysis was utilized to examine and cluster clickstream data from an online college-level History course designed with dual modality choices. This paper examines some of the results from different approaches to clustering the available data.

Findings

By examining how often students interacted with others, whether they were more internal or external facing with their pathway choices, and whether or not they completed a learning pathway, this study identified five general tactics from the data: Individualistic Internal; Non-completing Internal; Completing, Interactive Internal; Completing, Interactive, and Reflective and Completing External. Further analysis of when students used each tactic led to the identification of four different strategies that learners utilized during class sessions.

Practical implications

The results of this analysis could potentially lead to the creation of customizable design models that can assist learners as they navigate modality choices in learner-centered or less-structured learning design methodologies.

Originality/value

Few courses are designed to give the learners the options to follow the instructor or create their own learning pathway. Knowing how to identify what choices a learner might take in these scenarios is even less explored. Preliminary data for this paper was originally presented as a poster session at the Learning Analytics and Knowledge conference in 2019.

Details

Journal of Research in Innovative Teaching & Learning, vol. 14 no. 3
Type: Research Article
ISSN: 2397-7604

Keywords

Article
Publication date: 1 August 2002

Loek F.M. Nieuwenhuis

Innovation is a complex process, based on interactive network learning and processes of trial and error on the shop floor. Small companies, such as in agriculture, are depending…

5066

Abstract

Innovation is a complex process, based on interactive network learning and processes of trial and error on the shop floor. Small companies, such as in agriculture, are depending on external knowledge infrastructures for effective innovation. Within small companies, the entrepreneur has a pivotal role in the innovative process: the entrepreneur is the professional learner. Learning and innovation as major parts of entrepreneurship are central to this contribution. How do farmers learn and innovate within a market‐led, high‐tech agricultural sector and what should governmental policy look like to support and facilitate innovation, avoiding the pitfall of protectionism? Two case studies are presented: one on linear innovation policy and one on learning processes of farmers. Innovative learning is balancing between the chaos of uncertainty and the old grooves of experience. Knowing how to escape this paradox forms the core competence of innovative entrepreneurship.

Details

Journal of European Industrial Training, vol. 26 no. 6
Type: Research Article
ISSN: 0309-0590

Keywords

Article
Publication date: 20 March 2018

Tien-Yu Hsu, HsinYi Liang, Chuang-Kai Chiou and Judy C.R. Tseng

The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s…

1076

Abstract

Purpose

The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s learning in an environment blending virtual game worlds and a museum’s physical space. The contextual model of learning (CML) was applied to consider the related influential factors affecting museum learning and to promote children’s continuous learning and revisit motivations.

Design/methodology/approach

CoboChild provides a thematic game-based learning environment to facilitate children’s interactions with exhibits and other visitors. A practical system has been implemented in the National Museum of Natural Science (NMNS), Taiwan. A questionnaire was used to examine whether CoboChild can effectively fulfill the CML and to evaluate the impacts on museum learning.

Findings

CoboChild effectively fulfilled the CML to facilitate children’s interactive experiences and re-visit motivations in the blended mobile game-based learning environment. Most children described the system as providing fruitful playfulness while improving their interpretations of exhibitions and learning experiences.

Practical implications

CoboChild considers the related contextual influences on the effective support of children’s learning in a museum, and builds a child-centered museum learning environment with highly integrated blended learning resources for children. CoboChild has been successfully operating in the NMNS since 2011.

Originality/value

This study developed a blended mobile game-based learning service to effectively support children’s learning in museum contexts. The related issues are shown to improve the design of blended museum learning services. This innovative approach can be applied to the design of other child-centered services for engaging children’s interactive experiences in museums.

Details

Data Technologies and Applications, vol. 52 no. 3
Type: Research Article
ISSN: 2514-9288

Keywords

Article
Publication date: 20 July 2010

Darshan A. Desai

Recent advances in the interactive technologies have transformed the way today's organizations and their different stakeholders learn. Now, because of the increasing learning

3043

Abstract

Purpose

Recent advances in the interactive technologies have transformed the way today's organizations and their different stakeholders learn. Now, because of the increasing learning requirements, neither these organizations nor their stakeholders can afford to be too self‐focused while learning; instead, they collaborate and learn together. Existing theories of learning are not sufficient to explain this complex learning “co‐creation”. Therefore, this paper aims to explore how different actors of a value network co‐create emergent creativity, learning and adaptability in the presence of imposed administrative control and coordination.

Design/methodology/approach

The approach adopted in the paper draws on human complex adaptive systems (CAS) perspectives.

Findings

Within the value networks, the emergent and informal constraints imposed by interdependent relationships coexist with the imposed administrative controls. Despite being valuable for planning and coordination, these administrative controls do not foster learning co‐creation, while, within the value networks, the informal emergent dynamics imposed by interdependent relationships, i.e. adaptive leadership, are crucial for co‐creation of emergent learning and creativity. An organization can enable leaders who foster co‐creation of learning, creativity and adaptability; and the interactive technologies boost the adaptive and enabling leadership and support the co‐creation of learning, creativity and adaptability within the value networks.

Originality/value

The research represents the first effort to explore learning “co‐creation” within a value network.

Details

The Learning Organization, vol. 17 no. 5
Type: Research Article
ISSN: 0969-6474

Keywords

Open Access
Article
Publication date: 29 May 2020

Mildred O. Moscoso, Ana Katrina P. de Jesus, Renz Frances D. Abagat, Edmund G. Centeno, Rhodora Ramonette D.V. Custodio, John Mervin L. Embate, Elijah Jesse Mendoza Pine, Zoilo D. Belano, Eugene Raymond P. Crudo, Diosdado B. Lopega and Lexter J. Mangubat

Katipuneros RPG: Bisperas ng Himagsikan (Katipuneros RPG: The Eve of the Revolution) is an immersive and gamified theater that engages its “audiences” in the initiation rites of a…

9461

Abstract

Purpose

Katipuneros RPG: Bisperas ng Himagsikan (Katipuneros RPG: The Eve of the Revolution) is an immersive and gamified theater that engages its “audiences” in the initiation rites of a secret revolutionary movement in the Philippines in 1896. This descriptive qualitative research evaluates such experiential approach to learning history by investigating the experiences and insights of a group of students from the University of the Philippines Los Baños (UPLB), who participated in Katipuneros RPG.

Design/methodology/approach

Textual data obtained from the participants' reflection papers and focus group discussion transcripts were analyzed using open and axial coding.

Findings

Three key themes summarized the participants' learning experiences as they went through the play, as follows: (1) Katipuneros RPG as an immersive, interactive and intrinsically motivating medium for learning history; (2) the knowledge, values and skills that served as facilitating factors for their learning and (3) the insights the participants gained about history and life in general.

Practical implications

The research argues that in Katipuneros RPG, learners take on a more active role in studying history as the “teacher” vanishes in lieu of a learning system the allows students to think critically, reflect and collaborate. The approach integrates elements of development theater, immersive play and gamified learning, as well as the principles of constructivist, play-based and multi-sensorial learning.

Social implications

As an innovative learning tool, it is a viable medium to teach history in the current socio-political context of the Philippines.

Originality/value

The study hopes to contribute to literature on pedagogical approaches for teaching and learning history through immersive environments.

Details

Asian Association of Open Universities Journal, vol. 15 no. 1
Type: Research Article
ISSN: 1858-3431

Keywords

Book part
Publication date: 19 March 2013

Audeliz Matias, Sheila M. Aird and David F. Wolf

Advances in geospatial technology, web map interfaces, and other Web 2.0 tools provide new opportunities for educators to engage students in critical thinking, problem-solving…

Abstract

Advances in geospatial technology, web map interfaces, and other Web 2.0 tools provide new opportunities for educators to engage students in critical thinking, problem-solving, and collaborative skills. Although little attention has been given to learning from maps in higher education, knowledge of space is critical to attitudes and decision making as global citizens. Additionally, the ability to easily create multimedia maps offers new educational affordances for students at a distance and has the potential to link geographic and cultural understanding within the context of a variety of disciplines. We discuss the development of a mapping and blogging interactive learning environment, MapBlog, as a visual platform for representing information spatially. In this chapter, the MapBlog will be discussed as an interactive learning environment and as a visual platform for representing information spatially. We present and discuss four MapBlog categories: external content, student-created content, static content, and thematic.

Details

Increasing Student Engagement and Retention using Multimedia Technologies: Video Annotation, Multimedia Applications, Videoconferencing and Transmedia Storytelling
Type: Book
ISBN: 978-1-78190-514-2

21 – 30 of over 47000