E-Learning and Technology Enhanced Learning II

A special issue of Future Internet (ISSN 1999-5903). This special issue belongs to the section "Network Virtualization and Edge/Fog Computing".

Deadline for manuscript submissions: closed (30 April 2022) | Viewed by 10996

Special Issue Editor


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Guest Editor
Computer Science Centre, University of Geneva, 1205 Geneva, Switzerland
Interests: e-assessment; e-health; e-learning; game-based learning; knowledge management; mixed reality; personal learning environment; social learning; technology enhanced learning; multimedia
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Special Issue Information

Dear Colleagues,

The COVID pandemic has acted as an accelerator in the deployment of digital technologies to support widespread distance learning. New types of applications have appeared in the educational field or have experienced a remarkable growth: video-conferencing or e-proctoring. Distance examinations have gone from being an exceptional situation to an obligation, and the use of video, which was already very popular, has multiplied. These developments were made in the urgency to ensure the pedagogical continuity of teaching. They have opened up new challenges and have relied on the creativity and innovation of the academic world. They have given rise to new forms of interaction between stakeholders, particularly between students and teachers, but also between students and their peers. They have created paradoxical situations with students and teachers who are both very isolated and ultra-connected. Even if the situation has not returned to normal, it is time to ask the question of tomorrow's education.  What will remain of this episode? What will happen to the distance learning that developed during this period? What will happen to face-to-face teaching? How will these modalities evolve? Will we see the development of hybrid teaching modalities with face-to-face and distance students?

The aim of this special issue is to take a close look at current technologies and to present perspectives in all areas of education and future technologies.

Dr. Laurent Moccozet
Guest Editor

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Future Internet is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • adaptative learning
  • assessment
  • distance learning
  • learning analytics
  • multimedia
  • peer learning
  • proctoring
  • video
  • virtual learning environments

Published Papers (4 papers)

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Research

27 pages, 1760 KiB  
Article
Extending Learning and Collaboration in Quantum Information with Internet Support: A Future Perspective on Research Education beyond Boundaries, Limitations, and Frontiers
by Francisco Delgado
Future Internet 2023, 15(5), 160; https://doi.org/10.3390/fi15050160 - 26 Apr 2023
Viewed by 1643
Abstract
Quantum information is an emerging scientific and technological discipline attracting a growing number of professionals from various related fields. Although it can potentially serve as a valuable source of skilled labor, the Internet provides a way to disseminate information about education, opportunities, and [...] Read more.
Quantum information is an emerging scientific and technological discipline attracting a growing number of professionals from various related fields. Although it can potentially serve as a valuable source of skilled labor, the Internet provides a way to disseminate information about education, opportunities, and collaboration. In this work, we analyzed, through a blended approach, the sustained effort over 12 years to involve science and engineering students in research education and collaboration, emphasizing the role played by the Internet. Three main spaces have been promoted, workshops, research stays, and a minor, all successfully developed through distance education in 2021–2022, involving students from various locations in Mexico and the United States. The success of these efforts was measured by research-oriented indicators, the number of participants, and their surveyed opinions. The decisive inclusion of the Internet to facilitate the blended approach has accelerated the boost in human resources and research production. During the COVID-19 pandemic, the Internet played a crucial role in the digital transformation of this research education initiative, leading to effective educative and collaborative experiences in the “New Normal”. Full article
(This article belongs to the Special Issue E-Learning and Technology Enhanced Learning II)
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12 pages, 950 KiB  
Article
Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game
by Beatriz Villarejo-Carballido, Cristina M. Pulido and Santiago Tejedor
Future Internet 2022, 14(11), 329; https://doi.org/10.3390/fi14110329 - 13 Nov 2022
Cited by 1 | Viewed by 2781
Abstract
The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and [...] Read more.
The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness. Full article
(This article belongs to the Special Issue E-Learning and Technology Enhanced Learning II)
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20 pages, 1837 KiB  
Article
Study of the Organization and Implementation of E-Learning in Wartime Inside Ukraine
by Liudmyla Matviichuk, Stefano Ferilli and Nataliia Hnedko
Future Internet 2022, 14(10), 295; https://doi.org/10.3390/fi14100295 - 15 Oct 2022
Cited by 8 | Viewed by 2446
Abstract
The article provides a factual foundation for the possibility of organizing and implementing e-learning in Ukrainian higher educational institutions during the war. The current research topicality is supported by the urgent need for training experience, organization and implementation during wartime because of the [...] Read more.
The article provides a factual foundation for the possibility of organizing and implementing e-learning in Ukrainian higher educational institutions during the war. The current research topicality is supported by the urgent need for training experience, organization and implementation during wartime because of the fact that both the educational process and the opportunity to obtain an education should not be halted. The study’s goal is to assess the current state of the e-learning organization and implementation, as well as to examine students’ attitude towards the educational process during wartime. Methods such as scientific source analysis, generalization and systematization of the e-learning experience and its practical application were used to achieve the goal. Furthermore, empirical methods such as interviewing and observation were used. Questionnaires have been proposed as important research tools for this purpose. Four structured groups for the use of e-learning have been formed and identified based on the findings. We created an e-learning organization and support model based on them. Furthermore, we identified ten poignant factors as the sources of difficulties for teachers when implementing innovations, with limited resources and a lack of time being among the most significant. Full article
(This article belongs to the Special Issue E-Learning and Technology Enhanced Learning II)
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21 pages, 3824 KiB  
Article
YouTube Videos in the Virtual Flipped Classroom Model Using Brain Signals and Facial Expressions
by María Artemisa Sangermán Jiménez, Pedro Ponce and Esteban Vázquez-Cano
Future Internet 2021, 13(9), 224; https://doi.org/10.3390/fi13090224 - 30 Aug 2021
Cited by 10 | Viewed by 3291
Abstract
As a result of the confinement due to the COVID-19 pandemic, various educational institutions migrated their face-to-face teaching modality to a virtual modality. This article presents the implementation of the Flipped Classroom model in a completely virtual format to develop grammatical competency in [...] Read more.
As a result of the confinement due to the COVID-19 pandemic, various educational institutions migrated their face-to-face teaching modality to a virtual modality. This article presents the implementation of the Flipped Classroom model in a completely virtual format to develop grammatical competency in Spanish. The model used videos from YouTube, one of the leading global social network platforms, and the videoconferencing system Zoom, the tool selected by the studied educational institution to continue academic operations during the health confinement. The model was enriched with the Index for Learning Style test to provide more differentiated teaching. This study showed considerable improvement in the academic performance of high school students taking a Spanish course at the Mexico City campus of Tecnologico de Monterrey. Of the total sample, 98% increased their score by between 2 and 46 points, from a total of 100, in their grammatical competency in Spanish. Additionally, the student satisfaction survey showed that more than 90% considered the course methodology beneficial for developing their grammatical competency in Spanish. This study demonstrates the potential of the Flipped Classroom model in a virtual format. This teaching structure using the Flipped Classroom model could be replicated in various educational settings and for different areas of knowledge. Full article
(This article belongs to the Special Issue E-Learning and Technology Enhanced Learning II)
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