1. The document describes a study on applying augmented reality in e-learning courses for solid state chemistry.
2. It outlines the objectives, methodology, and timeline of developing an augmented reality-based prototype and conducting a comparative study between the AR solution and conventional e-learning methods.
3. The project aims to explore how augmented reality can potentially revolutionize chemistry education by making 3D visualizations more interactive and engaging for learners.
Design, Implementation and Evaluation of Mobile Learning Resourcesvioletachirino0
Short paper presented at IADIS 2010 Conference.
The research is a producto of E-Learning research group at Tecnologico de Monterrey Mexico City Campus and takes part of a research line on Mobile Leaning
Authors:
Víctor Robledo-Rella, Luis Neri, Violeta Chirino, Julieta Noguez and Gerardo Aguila
Visual data-enriched design technology for blended learningLaia Albó
Presentation at Tallinn University.
Archimedes Foundation fellow - Research visit during 3 months at TLU.
Learning analytics is the most known type of data collected from specific technological environments that allow educators to evaluate how students are learning within a learning context. However, there are more types of data available, less-explored, that may contribute to better design educational practices. These include design analytics, which are the metrics of design decisions and related aspects that inform learning designs. Laia Albó, from Universitat Pompeu Fabra, will talk about how visual representations, authoring support, and design analytics can aid teachers in designing for learning in complex scenarios that blend the use of different spaces for learning and different types of technological tools and resources, e.g. Massive Open Online Courses. This presentation is based on her PhD thesis work, defended in November 2019.
The document summarizes a study that evaluated the effect of a robotics laboratory on computational thinking skills in primary school children in Italy. The study (1) involved robotics laboratories using Lego kits for 71 intervention students and regular curriculum for 65 comparison students, (2) assessed computational thinking using Bebras tasks, finding intervention students scored higher, and (3) found no difference in academic achievement between groups. The study provides evidence that educational robotics can effectively enhance computational thinking skills in primary students.
The effectiveness of an enrichment program using dynamic geometry software in...Mohamed El-Demerdash
M. El-Demerdash and U. Kortenkamp, “The effectiveness of an enrichment program using dynamic geometry software in developing mathematically gifted students' geometric creativity,” in Proc. 9th International Conference on Technology in Mathematics Teaching - ICTMT9, Metz, France, 2009, pp.1-5.
This document describes a framework called the Test Usefulness Feedback Framework (TUFF) that was developed to evaluate testing procedures in web-based language learning programs. The framework assesses construct validity, reliability, authenticity, and impact. The document reviews literature on computer-assisted language learning and web-based learning. It then presents a case study applying TUFF to evaluate the testing protocol of one web-based language learning company. The evaluation found the company's tests had little validity relative to its stated objectives and tended towards informal assessment that reduced the role of teachers. While informing the analysis, TUFF was still difficult to apply due to complexity.
This article discusses research on the effective design of animations for teaching molecular chemistry concepts. It explores how animations can help or hinder student understanding depending on how they are designed and implemented. Key findings from research show that animations are most effective when they adhere to principles of cognitive load theory and multimedia learning, such as combining visuals with narration and limiting extraneous details. However, students may also misinterpret animations if not guided by explanations from instructors. The article thus emphasizes the importance of integrating animations with other active learning strategies like predictions, discussions, and real-world experiments.
Exploring classroom interaction with dynamic social network analysisChristian Bokhove
This document summarizes research exploring the use of dynamic social network analysis to describe classroom interaction. It discusses analyzing classroom dialogue transcripts and videos from international studies using network analysis tools. It also describes a study applying these methods to observations of math lessons in a secondary school. The study found that network analysis can capture patterns of teacher-student and student-student interaction over time, and may help understand individual participation and relationships that form in the classroom. Challenges include fully capturing interactions and interpreting complex analysis, but this offers a proof of concept for longitudinal analysis of classroom dynamics.
Blended-learning in Science and Technology. A Collaborative Project-Based Cou...eLearning Papers
Authors: Silvia Di Marco, António Maneira, Paulo Ribeiro, Manuel J.P. Maneira
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Developing an online course on telecollaboration for teachers: A reflection o...Angelos Konstantinidis
This document describes the design and implementation of an online postgraduate course on telecollaboration for language teachers. The course was designed using an educational design research model. It aimed to introduce teachers to theories and practices of telecollaboration through a critical lens, build skills in organizing telecollaborative activities, and engage students in research. The syllabus covered introduction to telecollaboration, practical issues, and additional topics. Students completed three assignments and provided feedback, which showed increased engagement and that the course opened new perspectives on telecollaboration. Reflection on the process helped the designer question assumptions and beliefs about effective online course design.
Online Multi-user Interactive Learning Activities on Social CloudPrachyanun Nilsook
Panlumlers, K., Nilsook, P. & Jeerungsuwan, N. (2017)
Online Multi-user Interactive Learning Activities on Social Cloud.
2017 International Conference on e-Commerce, e-Administration,
e-Society, e-Education, and e-Technology, Kyoto, Japan April 4-6, 2017. pp 343-353.
The document discusses lessons learned from designing geometry learning activities that combine mobile and 3D tools. It describes a design-based research project where students used mobile devices and 3D modeling outdoors and indoors to take on architectural roles. Key findings included students being willing to improvise with the technologies, collaboration and discussion around mathematical problems, and lessons about effective co-design processes like creating expertise and common ground between designers.
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
Design of Challenge-Based Learning Activities on Ubiquitous Cloud Learning En...Prachyanun Nilsook
Premsmith, J., Wannapiroon, P. & Nilsook, P. (2017) Design of Challenge-Based Learning Activities on Ubiquitous Cloud Learning Environment. 2017 International Conference on
e-Commerce, e-Administration, e-Society, e-Education, and e-Technology, Kyoto, Japan
April 4-6, 2017. pp 368-375.
Week 11 Workshop 1 - Introduction to the unitLouise Douse
Title: Introduction to the unit
Unit: PER007-1 Applied Choreography: Dance and Innovation
Course: Dance and Professional Practice
Institution: University of Bedfordshire
Tutor: Diccon Hogger
Using technology to support mathematics education and researchChristian Bokhove
Christian received his PhD in 2011 at the Freudenthal Institute,Utrecht University, the Netherlands and is lecturer at the University of Southampton, United Kingdom. In this talk, with space for some hands-on activities, Christian will present a wide spectrum of research initiatives that all involve the use of technology to support mathematics education itself and research into mathematics education. It will cover (i) his involvement in the development of educational software at the Freudenthal Institute , (ii) the evolution from fragmented technology to coherent digital books and their most important features, (iii) numerous examples of software modules/books, including from STEM and the enGasia project;
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
This study aims to determine the effect of the use of learning media Virtual Reality Laboratory (VR-Lab) on the conceptual understanding of Senior high school students on the concept of electrolytes and non-electrolytes. The learning media used were developed using models adapted from the ADDIE model, while the type of research as a whole uses this type of research, namely Quasy experiment with posttest only design. The instrument used in this study was a multiple choice question of 40 items. This research was conducted using 84 students consisting of the control class, experiment I, and experiment II. The analysis technique used one-way ANOVA. The results obtained in this study were that between the control class and experiment I class there were no significant differences with a mean of 44.91 and 45.67. Whereas for the experimental II class had a significant difference with the other two classes with an average of 68.66.
The document summarizes an investigation into students' use of laptops in the classroom for learning a software application. It discusses 4 classroom sessions where different teaching methods were used and evaluated. Observations found that having laptops allowed for hands-on experimentation but the pacing and balance of teacher instruction vs student practice needed improvement. Student engagement increased when they could actively work on their laptops. Recommendations included breaking lessons into smaller segments of instruction followed by experimentation to better manage laptop use and maximize learning.
RESEARCH ON VIRTUAL REALITY MEDIA
Research to develop the character of elementary school students through the use of interactive multimedia virtual reality in Bandung Indonesia
Constructing a 3D Collaborative Virtual Environment for Creativity SupportMikhail Fominykh
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The article critiques a journal article that examines tutors' views on utilizing e-learning systems in architectural education. The critiqued article surveyed tutors from a university's architecture program to understand barriers to adopting e-learning tools and how to encourage use. It found that many tutors lacked experience with e-learning platforms and online resources, but had better skills with communication tools. The critiqued article concluded a mix of traditional and online teaching could provide more support to students, and a clear strategy is needed to integrate online courses into architectural education.
A PRELIMINARY STUDY ON MULTIDISCIPLINARY DESIGN FRAMEWORK IN A VIRTUAL REALIT...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework
(MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study
was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing
collaborative design in a VRLE. The objective was to introduce and implement a synchronous
multidisciplinary design teaching and learning engagement framework with asynchronous online
documentation that manages and evaluates evidence of learning outcomes. This study employed a
sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students
from the creative media specializations in collaboration with 39 other students from the business,
computing, communication, and product design degree students over a 14- weeks duration. Students were
surveyed using online questionnaires, interviews, and observations by the module facilitator for the
quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding
of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3%
from the previous cohort that was without the framework and VRLE support. Overall, the students’
commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of
collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone.
The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and
could be applied to all higher education multidisciplinary collaborations in a VRLE.
A Preliminary Study on Multidisciplinary Design Framework in a Virtual Realit...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework (MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing collaborative design in a VRLE. The objective was to introduce and implement a synchronous multidisciplinary design teaching and learning engagement framework with asynchronous online documentation that manages and evaluates evidence of learning outcomes. This study employed a sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students from the creative media specializations in collaboration with 39 other students from the business, computing, communication, and product design degree students over a 14- weeks duration. Students were surveyed using online questionnaires, interviews, and observations by the module facilitator for the quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3% from the previous cohort that was without the framework and VRLE support. Overall, the students’ commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone. The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and could be applied to all higher education multidisciplinary collaborations in a VRLE.
Perception of Students and Teachers Towards Computer Aided Instructional Mate...IJSRED
The document discusses a study that examined the perceptions of students and teachers towards computer-aided instructional materials and their impact on learning outcomes. The study utilized a descriptive survey design with questionnaires administered to 120 respondents, including 80 students and 50 teachers. The results showed that both students and teachers generally held positive perceptions of computer-aided instructional materials. Students perceived that regular access and use of such materials improved their performance and made learning more engaging. Teachers saw benefits but also faced challenges in employing computer-aided instruction, such as inadequate resources. Overall, the study concluded that computer-aided instructional materials can improve learning outcomes when properly utilized.
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Is Email Marketing Really Effective In 2024?Rakesh Jalan
Slide 1
Is Email Marketing Really Effective in 2024?
Yes, Email Marketing is still a great method for direct marketing.
Slide 2
In this article we will cover:
- What is Email Marketing?
- Pros and cons of Email Marketing.
- Tools available for Email Marketing.
- Ways to make Email Marketing effective.
Slide 3
What Is Email Marketing?
Using email to contact customers is called Email Marketing. It's a quiet and effective communication method. Mastering it can significantly boost business. In digital marketing, two long-term assets are your website and your email list. Social media apps may change, but your website and email list remain constant.
Slide 4
Types of Email Marketing:
1. Welcome Emails
2. Information Emails
3. Transactional Emails
4. Newsletter Emails
5. Lead Nurturing Emails
6. Sponsorship Emails
7. Sales Letter Emails
8. Re-Engagement Emails
9. Brand Story Emails
10. Review Request Emails
Slide 5
Advantages Of Email Marketing
1. Cost-Effective: Cheaper than other methods.
2. Easy: Simple to learn and use.
3. Targeted Audience: Reach your exact audience.
4. Detailed Messages: Convey clear, detailed messages.
5. Non-Disturbing: Less intrusive than social media.
6. Non-Irritating: Customers are less likely to get annoyed.
7. Long Format: Use detailed text, photos, and videos.
8. Easy to Unsubscribe: Customers can easily opt out.
9. Easy Tracking: Track delivery, open rates, and clicks.
10. Professional: Seen as more professional; customers read carefully.
Slide 6
Disadvantages Of Email Marketing:
1. Irrelevant Emails: Costs can rise with irrelevant emails.
2. Poor Content: Boring emails can lead to disengagement.
3. Easy Unsubscribe: Customers can easily leave your list.
Slide 7
Email Marketing Tools
Choosing a good tool involves considering:
1. Deliverability: Email delivery rate.
2. Inbox Placement: Reaching inbox, not spam or promotions.
3. Ease of Use: Simplicity of use.
4. Cost: Affordability.
5. List Maintenance: Keeping the list clean.
6. Features: Regular features like Broadcast and Sequence.
7. Automation: Better with automation.
Slide 8
Top 5 Email Marketing Tools:
1. ConvertKit
2. Get Response
3. Mailchimp
4. Active Campaign
5. Aweber
Slide 9
Email Marketing Strategy
To get good results, consider:
1. Build your own list.
2. Never buy leads.
3. Respect your customers.
4. Always provide value.
5. Don’t email just to sell.
6. Write heartfelt emails.
7. Stick to a schedule.
8. Use photos and videos.
9. Segment your list.
10. Personalize emails.
11. Ensure mobile-friendliness.
12. Optimize timing.
13. Keep designs clean.
14. Remove cold leads.
Slide 10
Uses of Email Marketing:
1. Affiliate Marketing
2. Blogging
3. Customer Relationship Management (CRM)
4. Newsletter Circulation
5. Transaction Notifications
6. Information Dissemination
7. Gathering Feedback
8. Selling Courses
9. Selling Products/Services
Read Full Article:
https://digitalsamaaj.com/is-email-marketing-effective-in-2024/
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Studies in application of Augmented Reality in E Learning - Design Project 3
1. Studies in Application of Augmented Reality
in E-Learning Courses
A case study in Solid States, Chemistry
Mid Semenster Presentation
Design Project-III | 20.9.13
Guided By: Prof. (Dr.) Pradeep Yammiyavar FDRS
Himanshu Bansal | 516 & Mannu Amrit | 523
10. Augmented Reality is a technology
which
• Combines real and virtual imagery
• Is interactive in real time
• Registers the virtual imagery with the real world
[Azuma, 1997]
10/41
11. Augmented Reality is a technology
which is of relevance in education because it
• Draws attention - critical in instruction
• Conveys spatial cues directly instead of just visual images
• Is used with hands, and provides sensorimotor feedback
• Provides constructivist environment to enhance learning
• Direct manipulation in comparison with mouse-based computer-
generated visualization
[Gagne et al., 1992; Dede, 1995; Shelton, 2004; Schank, P., 2002]
11/41
14. E Learning
refers to training initiatives which provide learning material,
course communications, and the delivery of course content electronically
through technology mediation.
[Eddy and Tannenbaum, 2003] 14/41
15. E Learning draws our attention because..
• Increased flexibility and convenience in taking courses
• Time and place constraints are removed
• Greater grasp over the learning process
• Greater control in the hands of the learner over paceflow and interactions
[Wydra, F.T.,1980] 15/41
16. If you dont believe us..
• Organizations are currently spending over $16billion on technology-based
training [Industry training report, 2006]
• Millions of students are enrolling in web-based courses [Wirt et al.,2004]
• E-learning market has a growth rate of 35.6% [Wu et al., 2006]
16/41
20. Project Objectives
• Identify scope of Augmented Reality in E Learning and in our subject
of interest - Solid State Chemistry
• Develop an AR based E Learning solution for a specific section in
Solid State Chemistry
• Conduct a comparative study of the developed solution with
conventional e learning solutions available as of today
20/41
25. Keypoints
Case-study Topic
Solid States, Chemistrt, Standard XII – NCERT
Target participant sample
Chemistry students of class 11th and 12th
Augmented Reality SDK
Total Immersion D’Fusion Studio vs. Qualcomm Vuforia
25/41
27. Why Chemistry?
• Spatial ability is a prerequisite to the understanding of three-dimensional
arrangements of molecules [Hyde et al. 1995]
• Spatial ability leads to a deeper understanding of many chemical concepts
[Pribyl and Bodner 1987; Yang et al. 2003]
• Students often have problems in generating a spatial model from a two-
dimensional illustration [Garnett et al.1995; Wu and Shah 2004]
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28. Existing Works
The application shown in Figure 1 used AR markers to
represent ball and stick models of amino acids.[Chen.Y]
Augmented Chemistry (Figure 2) is a workbench consisting
of a table and a rear-projection screen. Users interact with
models in this virtual environment using a booklet and a
cube. Each page in the booklet is used to identify an
element of the periodic table. [Morten. F, Benedikt M]
Fig 1
Fig 2 28/41
32. Project Timeline (7th Semester)
Week Dates Work
1, 2 Aug 19th - Sep 1st Literature Study + Analysis
3 Sep 2nd - Sep 8th Need Finding, How our project is unique
4 Sept 9th - Sept 15th Testing with D Fusion Studio
5 Sept 16th - Sept 22nd Report, PPT
6 Sept 23rd - Sept 29th Mid Sem Week + User Research
7 Sept 30th - Oct 6th Getting started with building AR interfaces
8-10 Oct 7th - Oct 27th Development
11 Oct 28th - Nov 3rd Debugging, Testing
12 Nov 4th - Nov 10th Finishing Touches
13 Nov 11th - Nov 17th Preparation of PPT, Report
14 Nov 18th - Nov 24th End Sem Presentation, Report Submission 30/41
33. Deliverables (7th semester)
Augmented Reality based solution (Prototype)
An interactive Augmented Reality based Android application which
aims to teach students who are taking online course of chemistry -
‘Solid States’ in particular.
Final Project Report
Final Project Presentation
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34. Conclusion
• The project is not a conventional problem solving process oriented
project – it is more of an experimental study.
• The motive behind pursuing such a project is to explore
development of A.R based interfaces and do comparative study
between different learning paradigms.
• The final goal is to establish if Augmented Reality could possibly
revolutionize E Learning in Chemistry.
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39. References
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Jovanovich College Publishers.
Dede, C. 1995. The evolution of constructivist learning environments: Immersion in distributed, virtual worlds.
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40. References
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41. References
Garnett,P.J.,Garnett,P.J.,&Hackling,M.W.(1995).Students’ alternative conceptions in chemistry:
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42. References
Fjeld, M., & Voegtli, B. M. (2002). Augmented chemistry: An interactive educational workbench. In Mixed and
Augmented Reality, 2002. ISMAR 2002. Proceedings. International Symposium on (pp. 259-321). IEEE.
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Johnstone, A. H. J. of Chem. Educ., 2010, 87, 7, 22-29.
Standard 12 Chemistry Part 1 NCERT
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