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- Open and distance learning: does it (still) matter?Publication . Cardoso, Vitor; Bidarra, JoséThe evident standardization of Information Technology (IT) in education, by way of the widespread adoption of robust and dependable Learning Management Systems (LMS), has made distance learning courses possible and easy to mount, even in institutions or universities that had no previous experience in online education. However, based on evidence gathered through the ODL-NET Experience project, we were able to identify major usability problems, quite a number of user difficulties and many LMS limitations. The results of the study show that technology is the solution, on one hand, and that technology is [still] the problem, so the saying technology matters is up to date, even if it represents only one component of a complex blend, involving others like educational organizations, learning content, pedagogical strategies, etc.
- The emergence of the exciting new Web 3.0 and the future of open educational resourcesPublication . Bidarra, José; Cardoso, VitorThere is a general idea that video games can teach skills that are important in today’s society, namely: analytical thinking, construction of hypotheses, development of strategies, creativity, team building, multitasking, decision making and problem solving. This idea frequently extends to situations that involve some kind of stress and require fast decisions. On the other hand, there is a perception that e-learning can benefit from video games, specially because they can make complex subjects more interesting and are able to cope with up-and-coming learning profiles. Avatar-based worlds, such as Second Life, possibly will provide for a richer, more effective and more enjoyable experience for students. The materialization of the so-called Web 3.0 (Second Life, Divvio, Joost and VRML/X3D worlds) following the mainstream collaborative and social Web 2.0 (MySpace, Pandora, YouTube), seems to be marked by this mix of humanlike avatars, intelligent agents and rich multimedia features that live happily within interactive 3D environments. No matter how interesting this may be for education, more research and practical experience are needed to make clear which features of games and 3D worlds are more important for nowadays learning and in what ways we can test students on the skills they actually learn. This paper investigates emergent experiences involving multimedia, video games and 3D environments freely available on the Web, and explores new ways to make e-learning more effective in the future realm of Open Educational Resources.
- Enhancement of Russian creative education: new post-graduation programme in digital art practicePublication . Marcos, Adérito; Amílcar, Martins; Saldanha, Ângela; Araújo, António; Carvalho, Elizabeth; Bidarra, José; Coelho, José; Shirley, Paulo; Veiga, Pedro Alves da; Cardoso, Vitor; Pais, Carlos CastilhoIn Project TEMPUS “Enhancement of Russian Creative Education: new Master Programme in Digital Arts in line with EU standards” (2014-2016) the Russian students had the opportunity to study in EU Universities for one semester. The Universidade Aberta, in Portugal, didn’t have a master degree in Digital Arts so a pilot programme had to be created: a new postgraduation in Digital Art Practice. This new curriculum, using blearning (based on online and face to face activities) with transdisciplinary methods, aims a practice oriented training on digital art. It started with a deep understanding of Lisbon, the relationship between people, cultural and artistic spaces and their environments. This knowledge inspired the students to produce and to create an artistic artefact presented in exhibition to an audience. With this postgraduation new possibilities started for reflection about global challenges for education in the millennium.