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2022 Applied Informatics International Conference, AiIC 2022 ; : 131-136, 2022.
Article in English | Scopus | ID: covidwho-2136090

ABSTRACT

Collaboration is one of the competencies within the 21st century skills framework. To nurture this competency in schools, teachers design their lessons to include group work and activities. The COVID-19, however, has dramatically changed the way teachers design collaborative activities. The Internet of Things (IoT) is an example of technology that can play a role in collaborative learning. The use of IoT as a teaching aid might not be as widespread as mobile technologies, virtual reality, and augmented reality but its impact is equally beneficial. The impact of IoT in teaching and learning can be seen in two perspectives. Firstly, it could make learning more interesting as the use of the IoT devices provides more hands on to the students. Students get to use the IoT device, record the data and perform analysis on the data. Secondly, IoT allows for collaborative learning to happen as data captured by the IoT device is stored on the Internet. The aim of this paper is to explore the potential of IoT as a collaborative learning teaching aid for Science subject. This paper proposes two IoT implementations. This paper presents the design of the two IoT systems and the way that it can be used in the teaching and learning of science. The intention of adopting IoT as a teaching aid for science subject is to enhance student's learning experience in the subject through hands on and collaboration activities. © 2022 IEEE.

2.
27th ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2022 ; 2:591-592, 2022.
Article in English | Scopus | ID: covidwho-1962399

ABSTRACT

We present an approach for teaching introductory Scrum concepts through a playful online collaborative activity. It was conducted with 1st-semester students who never had any in-person contact and started their course under emergency online teaching during the Covid-19 pandemic. We adapted the Lego4Scrum approach and instead of plastic bricks, we combined an online whiteboard (Miro) with a communication tool (Discord) for teams. © 2022 Owner/Author.

3.
15th International Conference on Blended Learning, ICBL 2022 ; 13357 LNCS:135-146, 2022.
Article in English | Scopus | ID: covidwho-1930349

ABSTRACT

Collaborative virtual environment (CVE) is a set of technologies that enable collaborative activities in virtual scenarios while users can participate in such activities remotely via various interfaces. The unique features of CVE make it a promising tool for distant and blended learning, especially when considering the impact of COVID-19 pandemic on conventional face-to-face learning and the much-improved accessibility of the relevant technologies nowadays. This paper reports a systematic review on this emerging area and aims to answer four research questions related to the subject areas being covered, instructional and pedagogical methods, interface technology and virtual world design, and learning outcomes and effectiveness. After applying the selection criteria, a total number of 11 studies, which were published between 1 January 2017 and 31 December 2021, were included in our analysis and discussion. Our findings support the use of CVE in the higher education setting and suggest further investigating the underlying mechanism of learning in CVE, exploring the potential and unique benefits of CVE in practicing distant and blended learning, studying the roles of teachers in CVEs, and evaluating the learning effectiveness on larger samples and through longitudinal studies. © 2022, Springer Nature Switzerland AG.

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