Cognitive walkthroughs: a method for theory-based evaluation of user interfaces
International Journal of Man-Machine Studies
Deep Learning for a Digital Age: Technology's Untapped Potential to Enrich Higher Education
Deep Learning for a Digital Age: Technology's Untapped Potential to Enrich Higher Education
Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
eLearn
Hands-on, simulated, and remote laboratories: A comparative literature review
ACM Computing Surveys (CSUR)
Digital Game-Based Learning
Educational game design for online education
Computers in Human Behavior
Future Generation Computer Systems
When social networks cross boundaries: a case study of workplace use of facebook and linkedin
Proceedings of the ACM 2009 international conference on Supporting group work
Personalized recommendation of social software items based on social relations
Proceedings of the third ACM conference on Recommender systems
Advances in E-Learning: Experiences and Methodologies
Advances in E-Learning: Experiences and Methodologies
An enhanced e-learning ecosystem based on an integration between cloud computing and Web2.0
ISSPIT '10 Proceedings of the The 10th IEEE International Symposium on Signal Processing and Information Technology
Internet Accessible Remote Laboratories: Scalable E-Learning Tools for Engineering and Science Disciplines
Distance learning applied to control engineering laboratories
IEEE Transactions on Education
Effects of laboratory access modes upon learning outcomes
IEEE Transactions on Education
Mobile cloud computing: A survey
Future Generation Computer Systems
Informal learning in work environments: training with the Social Web in the workplace
Behaviour & Information Technology - Informal learning in work environments: training with the Social Web in the workplace
Computers in Human Behavior
Future Generation Computer Systems
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Learning and teaching processes, like all human activities, can be mediated through the use of tools. Information and communication technologies are now widespread within education. Their use in the daily life of teachers and learners affords engagement with educational activities at any place and time and not necessarily linked to an institution or a certificate. In the absence of formal certification, learning under these circumstances is known as informal learning. Despite the lack of certification, learning with technology in this way presents opportunities to gather information about and present new ways of exploiting an individual's learning. Cloud technologies provide ways to achieve this through new architectures, methodologies, and workflows that facilitate semantic tagging, recognition, and acknowledgment of informal learning activities. The transparency and accessibility of cloud services mean that institutions and learners can exploit existing knowledge to their mutual benefit. The TRAILER project facilitates this aim by providing a technological framework using cloud services, a workflow, and a methodology. The services facilitate the exchange of information and knowledge associated with informal learning activities ranging from the use of social software through widgets, computer gaming, and remote laboratory experiments. Data from these activities are shared among institutions, learners, and workers. The project demonstrates the possibility of gathering information related to informal learning activities independently of the context or tools used to carry them out.