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1 – 10 of over 5000Geoffrey Mark Ferres and Robert C. Moehler
Effective project learning can prevent projects from repeating the same mistakes; however, knowledge codification is required for project-to-project learning to be up-scaled…
Abstract
Purpose
Effective project learning can prevent projects from repeating the same mistakes; however, knowledge codification is required for project-to-project learning to be up-scaled across the temporal, geographical and organisational barriers that constrain personalised learning. This paper explores the state of practice for the structuring of codified project learnings as concrete boundary objects with the capacity to enable externalised project-to-project learning across complex boundaries. Cross-domain reconceptualisation is proposed to enable further research and support the future development of standardised recommendations for boundary objects that can enable project-to-project learning at scale.
Design/methodology/approach
An integrative literature review method has been applied, considering knowledge, project learning and boundary object scholarship as state-of-practice sources.
Findings
It is found that the extensive body of boundary object literature developed over the last three decades has not yet examined the internal structural characteristics of concrete boundary objects for project-to-project learning and boundary-spanning capacity. Through a synthesis of the dispersed structural characteristic recommendations that have been made across examined domains, a reconceptualised schema of 30 discrete characteristics associated with boundary-spanning capacity for project-to-project learning is proposed to support further investigation.
Originality/value
This review makes a novel contribution as a first cross-domain examination of the internal structural characteristics of concrete boundary objects for project-to-project learning. The authors provide directions for future research through the reconceptualisation of a novel schema and the identification of important and previously unidentified research gaps.
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Meryem Amane, Karima Aissaoui and Mohammed Berrada
Together, learning objects (LOs) and e-pedagogical practices have the potential to improve the performance of e-learning systems in several ways. They can make e-learning more…
Abstract
Purpose
Together, learning objects (LOs) and e-pedagogical practices have the potential to improve the performance of e-learning systems in several ways. They can make e-learning more personalised and adaptable, providing students with a more engaging and effective learning experience.
Design/methodology/approach
The development of LOs and e-pedagogical practices have significantly influenced and changed the performance of e-learning systems. LOs are self-contained, reusable units of instructional content that create instructional materials, such as online courses, tutorials and assessments. They provide a flexible and modular approach to designing and delivering e-learning content, allowing educators to easily customise and adapt their materials to the needs of their students. e-pedagogical practices refer to the use of technology to enhance and support the teaching and learning process. They include strategies such as online collaboration, gamification and adaptive learning to improve student engagement, motivation and achievement.
Findings
To achieve this objective, this study consists of two main phases. First, the authors extract metadata from LOs using latent semantic analysis algorithms, which are considered a strong tool in web-mining exploration techniques. Second, they identify LOs according to a particular form of similarity using fuzzy c-means (FCM) algorithms. To improve classification accuracy, the FCM is used as a clustering algorithm.
Originality/value
Finally, in order to assess the effectiveness of LOs with FCM, a series of experimental studies using a real-world dataset are conducted. The results of this study indicate that the proposed approach exceeds the traditional approach and produces good results.
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This chapter explores the contribution of The Open University (OU) Library to influencing curriculum decisions about embedding digital and information literacies in an online…
Abstract
This chapter explores the contribution of The Open University (OU) Library to influencing curriculum decisions about embedding digital and information literacies in an online environment. Recommendations can be applied to higher education (HE) institutions as they develop permanent e-learning strategies to prepare for a long-term solution to online learning experiences. Learning providers are creating strategies for online content creation, student engagement, and skills development. It is an opportunity to demonstrate their value by making an effective transition to online learning, streamlining services to create student-centered experiences.
It investigates existing e-pedagogical approaches developed pre- and during the COVID-19 pandemic to embedding digital literacies in practice, drawing on the OU’s experience of developing effective frameworks for online teaching programs. The aim is to review institutional preparedness for effective transition, so that staff members and students can adapt to post-COVID realities. This draws upon student-centered, holistic design of programs to embed accessible and inclusive processes in distance learning, utilizing technological solutions to create optimal teaching and learning environments.
It will also make recommendations about how embedding digital literacies within the curriculum will equip graduates for post-education experiences within working and social contexts, by building activities into module that develop digital capabilities. For effective learning experiences to take place, institutions require development of born-digital support material to develop staff confidence and ability to produce effective, accessible online learning objects. As more organizations move to online, hybrid, and flipped learning interventions, high-level university strategy can future-proof learning design by developing the support that staff need to provide the best experiences for their learners.
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Ying-Hsun Lai, Yu-Shan Lin, Yao-Chung Chang and Shih-Yeh Chen
Education for sustainable development (ESD) is a developing educational concept that aims to achieve economic, social and environmental sustainability through education. Cultural…
Abstract
Purpose
Education for sustainable development (ESD) is a developing educational concept that aims to achieve economic, social and environmental sustainability through education. Cultural sustainability education aims to cultivate awareness and protection of cultural assets, promote sustainable development and foster environmental responsibility. This study establishes a cyber-physical metaverse of cultural sustainability learning to cultivate students' motivation, multicultural identity, critical thinking and sustainability thinking.
Design/methodology/approach
In this study, virtual reality (VR) and 3D printing technologies were utilized to create a cyber-physical metaverse learning environment. This learning environment is designed to allow elementary school children to learn about indigenous cultures and the architecture of slate houses, as well as socio-architectural issues. Learners will be able to experience first-hand the plight of the indigenous tribal areas and the exploration of related cultural knowledge.
Findings
The study collected pre- and post-test data through questionnaires, using covariates to analyze learners' perceptions of learning. The results of this study showed that cyber-physical metaverse learning environment had a significant impact on learning motivation, multicultural identity and sustainability thinking for culturally sustainable education. However, this study’s impact on critical thinking skills in students remains to be confirmed.
Research limitations/implications
This is a quasi-experimental study of a single country’s elementary school children in the indigenous area, so its findings cannot be extrapolated to other areas or to learners of different ages.
Originality/value
This study introduces a framework for incorporating both virtual and real cultures to promote sustainable learning. The cyber-physical metaverse learning is used to supplement teaching activities to enhance learners' motivation in learning multicultural knowledge. Students were able to recognize and protect cultural assets, as well as emphasize the importance of sustainable development.
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Anaile Rabelo, Marcos W. Rodrigues, Cristiane Nobre, Seiji Isotani and Luis Zárate
The purpose of this study is to identify the main perspectives and trends in educational data mining (EDM) in the e-learning environment from a managerial perspective.
Abstract
Purpose
The purpose of this study is to identify the main perspectives and trends in educational data mining (EDM) in the e-learning environment from a managerial perspective.
Design/methodology/approach
This paper proposes a systematic literature review to identify the main perspectives and trends in EDM in the e-learning environment from a managerial perspective. The study domain of this review is restricted by the educational concepts of e-learning and management. The search for bibliographic material considered articles published in journals and papers published in conferences from 1994 to 2023, totaling 30 years of research in EDM.
Findings
From this review, it was observed that managers have been concerned about the effectiveness of the platform used by students as it contains the entire learning process and all the interactions performed, which enable the generation of information. From the data collected on these platforms, there are improvements and inferences that can be made about the actions of educators and human tutors (or automatic tutoring systems), curricular optimization or changes related to course content, proposal of evaluation criteria and also increase the understanding of different learning styles.
Originality/value
This review was conducted from the perspective of the manager, who is responsible for the direction of an institution of higher education, to assist the administration in creating strategies for the use of data mining to improve the learning process. To the best of the authors’ knowledge, this review is original because other contributions do not focus on the manager.
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Julián Monsalve-Pulido, Jose Aguilar, Edwin Montoya and Camilo Salazar
This article proposes an architecture of an intelligent and autonomous recommendation system to be applied to any virtual learning environment, with the objective of efficiently…
Abstract
This article proposes an architecture of an intelligent and autonomous recommendation system to be applied to any virtual learning environment, with the objective of efficiently recommending digital resources. The paper presents the architectural details of the intelligent and autonomous dimensions of the recommendation system. The paper describes a hybrid recommendation model that orchestrates and manages the available information and the specific recommendation needs, in order to determine the recommendation algorithms to be used. The hybrid model allows the integration of the approaches based on collaborative filter, content or knowledge. In the architecture, information is extracted from four sources: the context, the students, the course and the digital resources, identifying variables, such as individual learning styles, socioeconomic information, connection characteristics, location, etc. Tests were carried out for the creation of an academic course, in order to analyse the intelligent and autonomous capabilities of the architecture.
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The aim of this study is to illuminate the perceptions of the essential factors for sustaining Learning Study of the curriculum leaders who have led Learning Study in schools over…
Abstract
Purpose
The aim of this study is to illuminate the perceptions of the essential factors for sustaining Learning Study of the curriculum leaders who have led Learning Study in schools over a sustained period.
Design/methodology/approach
This study adopted a case study research approach to explore the perspectives of the curriculum leaders regarding the sustainability of Learning Study. Data were collected through interviews, observations and document analysis. To analyse the data, thematic analysis was conducted to identify themes related to the research aim.
Findings
Four themes were deemed crucial by the curriculum leaders for sustaining Learning Study: (1) integrating Learning Study into the overall development plan of the school, with milestones recognisable by all stakeholders; (2) developing a shared understanding of and patience towards the different developmental needs of stakeholders; (3) developing a sustained programme of professional development for teachers regarding variation theory of learning, which underpins Learning Study; and (4) creating an improvement culture and a safe environment for sustaining professional development. We argue that Learning Study models should be flexible that they fit various school contexts while retaining the aim of enabling learning.
Originality/value
Sustaining Learning Study in schools becomes a challenge if support in the form of government funding and research involvement from tertiary institutions is withdrawn. This study is the first to voice the opinions of school curriculum leaders regarding this complex issue, who play a key role in initiating, implementing and sustaining Learning Study.
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Wanyu Pei, Tian Tian Sky Lo and Xiangmin Guo
Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations…
Abstract
Purpose
Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations exist, the overall structural system and how they are interlocked have always been crucial but challenging parts of the study. Students find it hard to understand and remember the concepts using traditional 2D paper media, making such knowledge unattractive to pass on to the new generation. To overcome the challenges, this research aims to examine the effect of combining Virtual Reality (VR) with digital interaction games in learning structural characteristics (dougong) of ancient Chinese architecture.
Design/methodology/approach
This research develops an interactive cognitive system in the VR environment based on constructivist theory to improve the learning approach of ancient Chinese architecture. Applying an experimental procedure, the feedback of an experimental group using the VR cognition system and a control group using traditional learning 2D media are collected to examine the differences in learning effectiveness and user experience.
Findings
This study develops an interactive cognitive system to aid in learning the structural system of ancient Chinese architecture. The results indicate that integrating VR and interactive learning games can increase students' positive attitudes and learning effectiveness towards ancient Chinese architecture.
Originality/value
This study integrates VR technology and interactive games to improve the learning approach. It examines the effect of applying the concept of human–computer interaction in learning ancient Chinese buildings. The concept of designing the interactive cognitive system is expected to guide students gradually to be the main body of learning and stimulate their learning enthusiasm and motivation.
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D.S. Vohra, Pradeep Kumar Garg and Sanjay Ghosh
The purpose is to design a system in which drones can control traffic most effectively using a deep learning algorithm.
Abstract
Purpose
The purpose is to design a system in which drones can control traffic most effectively using a deep learning algorithm.
Design/methodology/approach
Drones have now started entry into each facet of life. The entry of drones has made them a subject of great relevance in the present technological era. The span of drones is, however, very broad due to various kinds of usages leading to different types of drones. Out of the many usages, one usage which is presently being widely researched is traffic monitoring as traffic monitoring can hover over a particular area. This paper specifically brings out the basic algorithm You Look Only Once (YOLO) which may be used for identifying the vehicles. Consequently, using deep learning YOLO algorithm, identification of vehicles will, therefore, help in easy regulation of traffic in streetlights, avoiding accidents, finding out the culprit drivers due to which traffic jam would have taken place and recognition of a pattern of traffic at various timings of the day, thereby announcing the same through radio (namely, Frequency Modulation (FM)) channels, so that people can take the route which is the least jammed.
Findings
The study found that the object(s) detected by the deep learning algorithm is almost the same as if seen from a naked eye from the top view. This led to the conclusion that the drones may be used for traffic monitoring, in the days to come, which was not the case earlier.
Originality/value
The main research content and key algorithm have been introduced. The research is original. None of the parts of this research paper has been published anywhere.
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