نتایج جستجو برای: learning environments
تعداد نتایج: 767098 فیلتر نتایج به سال:
There are several ways for learning, but in actual society, the proliferation of technology alternatives enables multiple learning scenarios and environments. Part of the most important technologies for this, are associated to mobile phones. Classically, the mobile were expected to deliver content, but they were not specifically designed for interacting with real objects and context. This paper...
Distance education is an instructional delivery system that allows students to participate in an educational opportunity without being physically present in the same location as the instructor. Although print-based correspondence study is the traditional method of distance education, more contemporary approaches rely heavily on various forms of instructional technology (Garrison, 1987). The rea...
A remarkable number of important problems in different domains (e.g. web mining, pattern recognition, biology . . . ) are naturally modeled by functions defined on graphical domains, rather than on traditional vector spaces. Following the recent developments in statistical relational learning, in this talk, I introduce Diffusion Learning Machines (DLM) whose computation is very much related to ...
Digital games can be powerful learning environments because they encourage active learning and participation within “affinity groups” (Gee, 2004). However, the use of games in formal educational environments is not always successful (O’Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order to take recent game-related developments into account. Unde...
In the most generic terms, learning may occur in all circumstances whereby agents have an imperfect understanding of the world in which they operate-either due to lack of information about it, or, more fundamentally, to an imprecise knowledge of its structure-; or, when they master only a limited repertoire of actions in order to cope with whatever problem they face-as compared to the set of ac...
In recent decades, rapid technological innovation has facilitated a convergence between traditional face-toface and distributed (or technology-mediated) learning environments. These blended learning environments try to take advantage of the strengths of both archetypal learning environments (Graham, 2006). The emergence of blended learning is highlighted in higher education and in industry trai...
Cyberspace, an information space created through ubiquitously networked computers, has been transformed from fiction to fact in the past decade thanks to the advent of the World Wide Web. Although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential an...
Research into games in education most frequently expresses itself in the form of noting that games interest and motivate, and that we might therefore find the learning process improved if we were to use games as a vehicle for the delivery of learning content. We do not wish to take this approach, but to analyse what it is that makes games interesting and motivating and apply this in the context...
Publisher's copyright statement: c © 2014 The Author(s). Published by Taylor Francis. This is an Open Access article distributed under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/3.0/, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. The moral rights of the named author(s)...
This chapter describes four systems that introduce new pedagogy, address inequities in the classroom and show improved learning with reduced cost. The first system supports inquiry and casebased learning, moving students towards more active learning, engagement, and hypothesis construction. The next system describes mathematics and geometry tutors that positively influence a student’s confidenc...
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