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"Aprendizaje Invisible es un libro que surge como resultado de varios años de investigación, en el cual los autores proponen un remix de innovadores paradigmas de aprendizaje y de desarrollo de capital humano. Este trabajo, escrito a... more
Abstract: In our rapidly changing technological society, formal training alone cannot meet the need for development of working individuals. Self-directed learning is seen as a solution for adult learners to keep up with these changes.... more
The Covid-19 pandemic and the declaration of a state of emergency in Portugal triggered a sudden shift to the digital environment. As schools closed on March 16 2020, there was the need to go digital, a leap that had deep impacts not only... more
Electronic learning (e-learning) has become widely accepted in both entirely online learning environments and in blended learning contexts (Mayadas, Bourne & Bacsich, 2009). In a broad sense, e-learning is used to describe the way people... more
The idea of ubiquitous learning is to create a network of devices, people and situation that allows learning experiences to play out. This idea is attractive but it is not easily implemented. The GlobalEdu is a ubiquitous learning... more
La convergencia mediática ya ha transformado el mundo de la industria de la comunicación. El periodismo es digital. Los programas, los géneros, los formatos, los soportes, las audiencias son digitales. Los grupos del sector audiovisual... more
A consistent finding of research into mobile learning guides and outdoor learning games has been the value of audio as a medium of communication. This paper discusses the value of location-based and movement-sensitive audio for learning.... more
Media convergence has changed the communication industry. Now communication, media and audiences are digital. The audiovisual industries have adapted their contents, formats, distribution and broadcasting systems to the digital platforms... more
The DNA & Genealogy PowerPoint is based on the publication by Colleen Fitzpatrick and Andrew Yeiser monograph titled DNA & Genealogy that was published in 2005 and obtained through interlibrary loan from the Hayden Library in Hayden,... more
This quasi-experimental study examined whether TED (Technology, Entertainment, Design) talks could improve the listening skills of Iranian EFL learners. The study also explored whether the different media of instruction could have... more
Learning is not now confined into four walls called school. With the advent towards 'Knowledge Society' and necessity of education for lifelong learning, learning has to be now needed in everywhere and in availability for 24*7. To satisfy... more
งานวิจัยครั้งนี้มีวัตถุประสงค์เพื่อ 1) พัฒนาระบบการจัดการเรียนรู้ร่วมกันด้วยทีมเสมือนในสภาพแวดล้อมการเรียนแบบ ยูบิควิตัส และ 2) เพื่อประเมินคุณภาพและประสิทธิภาพของระบบ... more
ในปัจจุบันความก้าวหน้าทางเทคโนโลยีมีพัฒนาการไปอย่างรวดเร็ว โดยเฉพาะอย่างยิ่งเทคโนโลยีคอมพิวเตอร์ เกิดการแข่งขันในตลาดอิเล็กทรอนิกส์ ซึ่งทำให้ราคาลดลงไปอย่างรวดเร็ว จึงถือได้ว่าเป็นเรื่องที่ดีสำหรับผู้บริโภคที่สามารถใช้งานได้อย่างทั่วถึง... more
In recent years, much focus has been put on employing technology to make novel behavioral aids for those with autism. Most of these are digital adaptations of tools used in standard behavioral therapy to enforce normative skills. These... more
El aprendizaje ya no sucede únicamente en las aulas, sino que puede desarrollarse en multitud de espacios físicos y virtuales, adquiriendo un conocimiento en cualquier lugar y momento mediante el uso de dispositivos móviles. Esta tesis... more
The aim of this study is to explore student multiple representation skills and creativity in solving mathematical problems when supported by a multimedia whiteboard system. The subjects were 6th grade primary school students that were... more
The 2011 Horizon Report predicted it would take two or three years for augmented reality to be adopted in the field of education. On the other hand, a couple of decades have gone by since publication of the relevant essays by Milgram... more
A consistent finding of research into mobile learning guides and outdoor learning games has been the value of audio as a medium of communication. This paper discusses the value of location-based and movement-sensitive audio for learning.... more
Bu çalışmada açık ve uzaktan öğrenme bağlamında kesintisiz öğrenme ortamlarının tasarımına ilişkin kriterlerin belirlenmesidir. Bu amaç doğrultusunda nitel araştırmalarda kullanılan Delphi tekniğinden yararlanılmıştır. Çalışmada toplam 10... more
The aim of this study is to contribute participants’ English word learning process, by regular mobile instruments used in Turkey, by developing a U-learning environment, which is device, place and time-independent, for 4th grade students... more
Overview of ongoing research in the CISA group (WISE research lab) at the Vrije Universiteit Brussel. The group is investigating cross-media information spaces and architectures, interactive paper and augmented reality solutions as well... more
Seeking for knowledge is one of the most important problems that learners frequently face during their learning process. In this research, a computer supported collaboration learning in ubiquitous computing environment is designed and... more
The distinguishing aspect of mobile learning is the assumption that learners are continuously on the move. This is not just their physical mobility, but also how learners are active in different contexts and how frequently these might... more
Abstract: Integration of current Virtual Learning Environment (VLE) system with the Near Field Communication (NFC) technology provides Ubiquitous Learning Environment (ULE) in education. The utilization of NFC technology in U-Learning... more
This chapter reviews the concept of seamless learning for Massive Open Online Courses (MOOC) based on the distillation of key factors from papers discussing and describing the mobile seamless learning (MSL) concept. The MSL concept was... more
The advent of technology does not merely increase the range of resources available for mathematics teaching and learning. It represents the emergence of a new culture-a virtual culture with new paradigms-which differs crucially from... more
งานวิจัยนี้มีวัตถุประสงค์เพื่อ 1) พัฒนาระบบการจัดการเรียนรู้ยูบิควิตัสแบบเสริมศักยภาพ และ 2) เพื่อประเมินคุณภาพและประสิทธิภาพของระบบการจัดการเรียนรู้ยูบิควิตัสแบบเสริมศักยภาพ... more
Apresentação O projeto de realidade aumentada é discutido em todos os setores da sociedade moderna. Nos meios acadêmicos surgem a todo o momento novas implementações utilizando recursos de realidade aumentada, realidade virtual, realidade... more
Che cosa accade in noi quando ci troviamo a dover fare in conti con una lingua diversa da quella materna? Che cosa accade in un autore quando decide di abbandonare la sua lingua per scrivere in una diversa dalla propria? Che cosa si perde... more
The theoretical part of the book shows that learning in CyberParks takes the form of technology-enhanced outdoor learning and is an element of smart learning, i.e. the latest concept of ICT-supported learning. Learning in CyberParks can... more
Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in... more
O advento da Internet e da Web, na década de 1990, a par da introdução e desenvolvimento das novas TIC e, por consequência, a emergência da Sociedade da Informação e do Conhecimento, implicaram uma profunda alteração na forma de análise... more
El artículo presenta diferentes herramientas tecnológicas utilizadas como recurso en el desarrollo de actividades físicas en el medio natural. Para ello, se ofrece una descripción de las mismas y de las limitaciones encontradas, y se... more
Bu çalışma temel olarak, birinci sınıf öğrencilerinin WhatsApp aracılığıyla algılarında önemli bir değişiklik ve EFL kelime öğrenmelerinde önemli bir iyileşme olup olmadığını tespit etmeyi amaçlamaktadır. Bu amaçla, öğrencilere bu... more