The paper is aimed to present a methodology of learning personalisation based on applying Resource Description Framework (RDF) standard model. Research results are two-fold: first, the results of systematic literature review on Linked Data, RDF "subject-predicate-object" triples, and Web Ontology Language (OWL) application in education are presented, and, second, RDF triples-based learning personalisation methodology is proposed. The review revealed that OWL, Linked Data, and triples-based RDF standard model could be successfully used in education. On the other hand, although OWL, Linked Data approach and RDF standard model are already well-known in scientific literature, only few authors have analysed its application to personalise learning process, but many authors agree that OWL, Linked Data and RDF-based learning personalisation trends should be further analysed. The main scientific contribution of the paper is presentation of original methodology to create personalised RDF triples to further development of corresponding OWL-based ontologies and recommender system. According to this methodology, RDF-based personalisation of learning should be based on applying students' learning styles and intelligent technologies. The main advantages of this approach are analyses of interlinks between students' learning styles according to Felder-Silverman learning styles model and suitable learning components (learning objects and learning activities). There are three RDF triples used while creating the methodology: "student's learning style - requires - suitable learning objects", "student's learning style - requires - suitable learning activities", and "suitable learning activities - require - suitable learning objects". In the last triple, "suitable learning activities" being the object in the 2nd triple, becomes the subject in the 3rd triple. The methodology is based on applying pedagogically sound vocabularies of learning components (i.e. learning objects and learning activities), experts' collective intelligence to identify learning objects and learning methods / activities that are most suitable for particular students, and intelligent technologies (i.e. ontologies and recommender system). This methodology based on applying personalised RDF triples is aimed at improving learning quality and effectiveness.
Although there is no universal agreement that students should learn programming, many countries have reached a consensus on the need to expose K-12 students to Computational Thinking (CT). When, what and how to teach CT in schools are open questions and we attempt to address them by examining how well students around the world solved problems in recent Bebras challenges. We collected and analyzed performance data on Bebras tasks from 115,400 students in grades 3-12 in seven countries. Our study provides further insight into a range of questions addressed in smaller-scale inquiries, in particular about the possible impact of schools systems and gender on students' success rate.
In addition to analyzing performance data of a large population, we have classified the considered tasks in terms of CT categories, which should account for the learning implications of the challenge. Algorithms and data representation dominate the challenge, accounting for 75-90% of the tasks, while other categories such as abstraction, parallelization and problem decomposition are sometimes represented by one or two questions at various age groups. This classification can be a starting point for using online Bebras tasks to support the effective learning of CT concepts in the classroom.
The basis of the submitted study are the continuously rising demands to alter the curricula with the aim to develop students' key competences in order to increase their professional versatility. The lack of scientific research and discussions show that little investigation has been done on the issue of development of key competences. Therefore, the primary objective of our study is to present the teaching methodology, the process of creating the educational model and the pilot verification aimed at the development of key competences through interactive whiteboard in the subject of Technology. The partial results of the pilot research conducted on the research sample of 6th and 8th grade students of primary schools on Slovakia show its usefulness especially in the development of teamwork, in terms of interpersonal competences, problem solving in terms of learning competences and reading comprehension in terms of communication competences. The presented educational model reflects the contemporary requirements in terms of using information and communication technologies in the teaching of the subject of Technology, in which the acquisition of key competences becomes considerably important.
The current study investigates the attitudes of teachers towards Computer-Assisted Education (CAE) and their knowledge of technology, pedagogy and content via TPACK model that assesses the competencies for developing and implementing successful teaching. There were 280 participants in the study. The results of the study indicate that teachers' attitudes towards CAE scores are much higher than their TPACK scores. There is a low level positive correlation between their TPACK competencies and their attitudes towards CAE. Particularly, teachers' competencies of Technology Knowledge (TK) and Technological Pedagogical Knowledge (TPK) have much higher relationship with their attitude towards CAE when compared to other competencies. Attitude toward CAE is observed to differ by gender. As for TPACK competencies, TK and Technological Content Knowledge (TCK) differ by gender. The TPACK framework explains 20% of attitudes towards CAE. TK is the construct having the highest effect in explaining the attitude towards using CAE.
The purpose of this study is to identify the perceptions of university students towards their ICT Competencies from two universities, one in Mexico and the other in Hungary. The research type is quantitative and exploratory. The instrument consists of 14 questions related to three types of competencies: Basic, Application and Ethical. The sample was of 567 students, 302 students from the Veracruzana University in Veracruz, Mexico and 265 students from Óbuda University in Budapest, Hungary. The quantitative data analysis was performed with SPSS software using descriptive statistics and ANOVA tests. The situation of education in Hungary and Mexico is not so very different although each country has taken different paths in the field. The results referring to the perceptions of Hungarian and Mexican students towards ICT competencies indicate that they perceive themselves with a positive valorisation. Also the perceptions of the students indicated that the highest ponderation obtained was for Ethical Competencies, followed by Basic Competencies and finally Application Competencies.
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications created by them, and their development experiences. The results suggest that our gradual improvements on the course and the utilized software paid off, as the latest of the compared course iterations produced the best feedback and the highest quality VR applications. Our learning assessment analysis reveals that our course is effective in teaching VR application development and having students meet their personal learning goals. We also bring forward our RUIS toolkit that was used in the course with success, and present evidence on how better software toolkits can affect the development experience and allow students to create more impressive applications. Finally we share the lessons learned during five years of teaching the course, introducing several practical considerations for VR course organizers regarding pedagogics, software, and hardware.
Online learning has become a widespread method for providing learning at different levels of education. It has facilitated the learning in many ways and made it more flexible and available by providing learners with more opportunities to learn information, further access to different learning resources, and collaboration rather than face-to-face learning. In spite of these benefits and rapid growth of online education, success and persistence in such courses is one the important aspects of online learning research and it relies on different factors. Therefore investigating the reasons of students' dropout of an online education course or program and its contributing factors is essential in this area. One of the most barriers in online learning system is lack of interactions. In learning, interaction between students themselves, with the course content, and course instructors is important for conveying information, enhancing teaching quality, give directions, and many more functions. The aim of this research is to review the literature to propose a clearer picture of studies have been conducted regarding online interaction and factors that impact it in online education systems.
Information and Communication Technologies (ICT) in education provide a new learning environment where the student builds his own knowledge, allowing his visualization and experimentation. This study evaluated the Geogebra software in the learning process of Calculus. It was observed that the proposed activities helped in the graphical interpretation of the covered content.
The past decade has witnessed an explosion of the penetration of mobile technology through all strata of society. Mobile technologies including cell phones, tablets, and even some e-readers are used for surfing the web, running apps, reading email, posting to social media, conducting banking transactions, etc. This liberation from desktop and laptop machines and from the requirements of a specific geographic location raises concerns regarding the problems and challenges of maintaining security while traversing cyberspace. The purpose of this empirical study is to investigate the attitudes, behaviors, and security practices of business students using mobile devices to access online resources. One group of students surveyed received no specific training regarding mobile security while a second group was surveyed following the completion of an online training program. Results show no significant difference in the security practices of the two groups, indicating that commercially available security training programs are largely inefficacious with respect to modifying student behavior and that additional research on training efficacy is needed.
Open Educational Resources have emerged as important elements of education in the contemporary society, promoting life-long and personalized learning that transcends social, economic and geographical barriers. To achieve the potential of OERs and bring impact on education, it is necessary to increase their development and supply. However, one of the current challenges is how to produce quality and relevant OERs to be reused and adapted to different contexts and learning situations. In this paper we proposed an agile method for the development of OERs - AM-OER, grounded on agile practices from Software Engineering. Learning Design practices from the OULDI project (UK Open University) are also embedded into the AM-OER aiming at improving quality and facilitating reuse and adaptation of OERs. In order to validate AM-OER, an experiment was conducted by applying it in the development of an OER on software testing. The results showed preliminary evidences on the applicability, effectiveness and efficiency of the method in the development of OERs.