1,720,969 research outputs found

    Computer adaptive test per la valutazione dell'apprendimento nell'e-learning

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    Valutazione e misura dell’apprendimento sono due parole chiave nel contesto dell’e- learning, che negli ultimi anni è diventato un fenomeno di massa. Il pubblico che ac- cede alle risorse didattiche dei MOOC non è più classificabile per la natura “massi- ve” dei corsi online. E’ necessario, quindi, che la ricerca nel campo dell’informatica proponga nuovi modelli e strumenti utili alla valutazione di ampie popolazioni. Una soluzione promettente è l’uso della Computer Adaptive Test (CAT) come possibile ap- proccio alla creazione di test che si adattano alle abilità riconosciute al soggetto. In questo contesto, il contributo presenta la realizzazione di un gioco-quiz riguardante argomenti di cultura generale che utilizza i modelli della Item Response Theory per creare un test adattivo. Il quiz-gioco è stato sottoposto ad un test con gli utenti che hanno condiviso il risultato fornito dal test

    Dashboard per il monitoraggio delle attività in ambienti di e-learning

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    Nei processi di formazione a distanza il monitoraggio delle attività è fondamentale sia per gli studenti che per i docenti ai fini della valutazione formativa. E' indispensabile, quindi, predisporre strumenti che, partendo dai dati raccolti dalle piattaforme di e-learning, possano aiutare nel processo decisionale il docente e stimolare la conoscenza di sé e l’autovalutazione dello studente. Tali strumenti, comunemente chiamati dashboard, per essere funzionali agli obiettivi valutativi devono rispondere a specifici principi di progettazione. Partendo dai principi definiti in letteratura, il contributo descrive due dashboard realizzate per la piattaforma Moodle che forniscono una rappresentazione chiara agli attori coinvolti dell'evoluzione del processo formativo

    Smart learning environment per l'empowerment del paziente

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    L’ideazione di ambienti di apprendimento innovativi è vitale per rispondere alle emergenti sfide della formazione nel contesto della salute e del benessere. Gli Smart Learning Environment possono offrire esperienze di apprendimento coinvolgenti e motivanti per l’acquisizione di competenze e conoscenze anche in ambienti informali. L’articolo presenta uno Smart Learning Environment che coniuga gli approcci pedagogici del social learning e della gamification con quello tecnologico dei sistemi di raccomandazione per offrire un ambiente di apprendimento coinvolgente finalizzato all’empowerment del paziente

    Game-based learning and Gamification to promote engagement and motivation in medical learning contexts

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    Smart learning environments can be defined as systems aimed at proposing innovative uses of emerging pedagogical approaches and technologies to support effective learning experiences. In the past years, rather than designing and developing even more advanced technological solutions attention has been focused on defining environments that adopt appropriate strategies to sustain student motivation and engagement. Game-based learning and gamification approaches could be a promising solution, since there is much experimental evidence that proves their effect. In this context, our research aims at defining and developing a Smart Learning Environment able to improve engagement and motivation by means of game-based learning and gamification approaches. In particular, the paper presents two serious games that, using the gamification dimensions, aim at sustaining engagement and motivation in learning processes in medical contexts. In particular, the games involve both the patients, who have to acquire knowledge and skills about their disease, in order to become responsible for their choices, and the medical and paramedical staff, who must acquire knowledge and skills about diagnostic procedures, therapeutic interventions and follow-up of patients. Some results of a user test show that the games enhance student motivation and this means improvement also in knowledge acquisition

    A KNOWLEDGE MANAGEMENT SERVICE FOR E-HEALTH

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    The introduction of ICT in health care has two main goals, on the one hand, to have high quality performances for patient management and, on the other, to contain health care expenses. Usually the reduction in health care spending corresponds to a low quality of care service. The use of new technologies for health care can mitigate the cutbacks by providing innovative solutions able to maintain high level of quality at a low cost. This is the main challenge of the UBICARE project that aims at supporting the Hub & Spoke model in medicine, fostering the empowerment of local hospitals, general practitioners, nurses and families. In other words, the UBI-CARE project is aimed at creating a social network to share clinical data and knowledge in order to favor the de-hospitalization of patients suffering from peritoneal dialysis and chronic heart failure. In this context, the paper describes the Knowledge Management Service component aimed at managing all the resources and functionalities that can support the empowerment process of both the patients and the medical and paramedical staff involved in managing a patient

    Digitally enhanced assessment in virtual learning environments

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    One of the main challenges in teaching and learning activities is the assessment: it allows teachers and learners to improve the future activities on the basis of the previous ones. It allows a deep analysis and understanding of the whole learning process. This is particularly difficult in virtual learning environments where a general overview is not always available. In the latest years, Learning Analytics are becoming the most popular methods to analyze the data collected in the learning environments in order to support teachers and learners in the complex process of learning. If they are properly integrated in learning activities, indeed, they can supply useful information to adapt the activities on the basis of student’s needs. In this context, the paper presents a solution for the digitally enhanced assessment. Two different Learning Dashboards have been designed in order to represent the most interesting Learning Analytics aiming at providing teachers and learners with easy understandable view of learning data in virtual learning environments

    Visualizing student engagement in e-learning environment

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    The learning assessment in e-learning contexts is one of the latest challenges for educational technology researchers. One of the main issues to be addressed is the definition of dimensions that should be used to measure the learning effectiveness. In this perspective, the research work aims at defining the engagement indicators useful to assess the active participation of students in social learning environments. Moreover, the paper presents the design and implementation of Learning Dashboards aimed at visualizing the student engagement in online communities where the engagement and involvement of students are the key factors for successful learning

    Intelligent Agent and Virtual Game To Support Education In E-health

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    One of the main challenges in teaching and learning activities is the assessment: it allows teachers and learners to improve the future activities on the basis of the previous ones. It allows a deep analysis and understanding of the whole learning process. This is particularly difficult in virtual learning environments where a general overview is not always available. In the latest years, Learning Analytics are becoming the most popular methods to analyze the data collected in the learning environments in order to support teachers and learners in the complex process of learning. If they are properly integrated in learning activities, indeed, they can supply useful information to adapt the activities on the basis of student’s needs. In this context, the paper presents a solution for the digitally enhanced assessment. Two different Learning Dashboards have been designed in order to represent the most interesting Learning Analytics aiming at providing teachers and learners with easy understandable view of learning data in virtual learning environments
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