Designing Learning Ecosystems for Mobile Social Media

Author(s):  
Jari Multisilta

Social media has gained interest not only in entertainment applications, but also with learning and business applications; however, there are not many research frameworks available for designing learning activities for learning ecosystems based on mobile social media. In this chapter, a framework for designing and analyzing learning activities in learning ecosystems that are based on mobile and social media is presented. The framework is based on Activity Theory (AT) and Experiential Learning Theory (ELT). In the chapter the existing research on e-learning, mobile learning, and multimodal learning are discussed and reviewed. The research on learning ecosystems based on mobile social media is also positioned to this multi-scientific research field. Finally, two examples of using the framework for designing, learning, and analyzing learning activities in mobile social media learning ecosystems are presented.

2021 ◽  
Vol 13 (16) ◽  
pp. 9298
Author(s):  
Chien-Chih Chen

This article explores the flipped-classroom learning cycle and traditional blended-learning cycle from the experiential learning-theory perspective, according to which we proposed three teaching strategies: high-flipped classroom (high-FC), low-flipped classroom (low-FC), and Traditional Blended Learning (traditional BL). And, the three teaching strategies are adopted in the course of Enterprise Resource Planning System. The purpose is to investigate the effects of learning outcomes and satisfaction among high-FC, traditional BL, and low-FC. This research adopts a quasi-experimental method. The sample for the study is a compulsory course of the Information Management Department of the University of Science and Technology in Taiwan, with a total of 94 students in two classes. There are several research conclusions. (1) The three groups of t test results found that there are significant differences in the learning outcomes of the system skills. high-FC is better than low-FC, low-FC is better than traditional BL, and high-FC is better than traditional BL. However, there are no significant differences in the learning outcomes of process knowledge. (2) The results of ANOVA testing showed that students have the highest perceived learning outcomes for high-FC, followed by low-FC and traditional BL. (3) The results of ANOVA testing showed that students have the highest perceived learning satisfaction in high-FC, followed by low-FC, and the lowest is traditional BL. (4) The t test result shows that students are more satisfied with preview e-learning than review e-learning. The study findings provide several implications. (1) It is feasible to implement flipped classrooms from the perspective of experiential-learning theory. (2) Fully flipped classrooms have practical difficulties. A partially flipped classroom (high-FC or low-FC) can be a feasible gradual strategy. (3) Flipped classrooms and e-learning support each other’s sustainable development. (4) The flipped classroom based on experiential learning theoretical perspective has obtained preliminary verification in the ERP-system course.


2020 ◽  
Vol 24 (1) ◽  
Author(s):  
Ghania E. Zgheib ◽  
Nada Dabbagh

This study explored how experienced faculty are using social media to support student learning. It analysed the types of social media learning activities (SMLAs), their design, the cognitive processes that they support, and the types of knowledge that students engage in when completing SMLAs. Data gathered from five different cases of six faculty using social media in their courses revealed that social media has the potential to support student learning and promote different levels of cognitive processes and types of knowledge. Results also revealed that experienced faculty select social media tools based on their technology features or their popularity in the field of study, and they recommend integrating several media sources in the design of a single SMLA. Furthermore, this study suggested that experienced faculty who use social media, specifically wikis and blogs, use them as Learning Management Systems. Finally, the social factor of social media was not evident in the design of the learning activities, and faculty reported promoting more dialogue in their revised SMLA. The findings of this study yielded significant considerations for faculty when designing SMLA.


2021 ◽  
Vol 13 (18) ◽  
pp. 10411
Author(s):  
Shehu Folaranmi Gbolahan Yusuf ◽  
Oluwabunmi Oluwaseun Popoola ◽  
Lindokhule Gwala ◽  
Thinandavha Nesengani

This study examines the university–community alliance with regard to experiential learning activities that may be used to enhance the competencies of agricultural extension postgraduate students (AEPS). Through research and alliance, university education provides agricultural extension students with ideal learning spaces to explore cause-related social, economic, and sustainability aspects of agriculture. The objectives of the study were for the AEPS to work on community farms for between six to eight weeks, to identify production challenges, and to attempt to solve problems using a participatory action research (PAR) approach. Students collected data daily, using parameters that included types of agro-enterprise, agricultural practices, observation and control of pests and diseases, identification, and control of weed infestation types, control of predators, and management of various security challenges. Social media were also used to share posts (pictures and videos) of the various project activities with the public for discussion and knowledge sharing. Findings show that there was an improved relationship between the students and their community collaborators. All participants mutually benefited from the programme; students gained indigenous farming knowledge from the farmers, while farmers benefited from the scientific approaches to solving common farming problems employed by the students—mostly improvised technologies with local content. Both the students and the farmers learned from the knowledge shared by various followers on Facebook, who gave suggestions to address some of the challenges posted on social media. The programme advocates the need to shift from a mostly rigid, conventional curriculum to a more dynamic, interactive one, which embraces active experimentation with theoretical knowledge. It underscores the significance of experiential learning for developing students’ technical competencies. The success of the programme could influence curriculum development and re-design to accommodate more experience-based modules.


Author(s):  
Nur Budi Nugraha ◽  
Tri Handayani ◽  
Tri Yuliati ◽  
Ari Sellyana

The corona virus outbreak affects various aspects of life, including the field of education. SMA IT Plus Bazma Brilliant during the online learning period has used e-learning in its teaching and learning activities. Teachers in utilizing information technology, must be creative. The number of students who want to learn programming laravel framework to make applications so that they learn through social media ranging from youtube, facebook or links on google. However, even though they are learning on their own, students still find it difficult because there is no teacher to guide them. There are some students who don't really understand programming, one of which is Laravel programming because of the lack of direct assistance during this COVID-19 pandemic. The purpose of this service is to provide training to students in understanding Laravel framework programming. The method used is through lectures and discussions followed by direct practice using the Laravel framework which is guided by the service team. The results of this service. Participants who took part in the training felt happy and satisfied with this service activity, this could be seen from the expressions of satisfaction and enthusiasm of the participants listening and asking various things about the material that had been given by the devotees. This service activity is considered by the participants as a means of introducing and learning the Laravel framework as a basis for learning programming to create a simple project


Author(s):  
Murat Ertan Dogan ◽  
Ozlem Ozan ◽  
Yasin Ozarslan

As learning moves into an informal, networked, technology-enabled realm, new game changers for e-learning systems has begun to pop. In this chapter, these game changers will be discussed. Firstly; what is e-learning, components of e-learning systems, and learning trends vs. technology is given briefly. Secondly, concept of connected society is examined. After that, Social Media Learning, Open Access to Education, Assessment of Prior Learning, Talent Management and Cyber Transparency will be discussed respectively as game changers for e-learning systems in a connected society.


2012 ◽  
Vol 3 (3) ◽  
pp. 354-358
Author(s):  
Dr Gunmala Suri ◽  
Sneha Sharma

The purpose of this research is to investigate and understand how students are using computer. The activities that a student undertakes with the help of computers which might be fulfilling some academic or non academic purpose, is of great interest. It will help in understanding the limitations and potentials offered by the technology for use of computer in classroom. This paper brings out the three major kinds of activities that students undertake with computer; self learning activities, Information collection tasks and communication and group activities. The study further analyses the effect of demographics i.e. gender, age and faculty (department) of students on the activities with computer. The results show that gender has no impact on the activities of students with computer. The age impacts only the activities related to Information collection by using computer where as the faculty of student significantly impacts all the activities viz. self learning activities, Information collection tasks and communication and group activities. The findings from this research can be used in designing future e-learning initiatives and development e-learning tools


2018 ◽  
Vol 2 (4) ◽  
pp. 271 ◽  
Author(s):  
Outmane Bourkoukou ◽  
Essaid El Bachari

Personalized courseware authoring based on recommender system, which is the process of automatic learning objects selecting and sequencing, is recognized as one of the most interesting research field in intelligent web-based education. Since the learner’s profile of each learner is different from one to another, we must fit learning to the different needs of learners. In fact from the knowledge of the learner’s profile, it is easier to recommend a suitable set of learning objects to enhance the learning process. In this paper we describe a new adaptive learning system-LearnFitII, which can automatically adapt to the dynamic preferences of learners. This system recognizes different patterns of learning style and learners’ habits through testing the psychological model of learners and mining their server logs. Firstly, the device proposed a personalized learning scenario to deal with the cold start problem by using the Felder and Silverman’s model. Next, it analyzes the habits and the preferences of the learners through mining the information about learners’ actions and interactions. Finally, the learning scenario is revisited and updated using hybrid recommender system based on K-Nearest Neighbors and association rule mining algorithms. The results of the system tested in real environments show that considering the learner’s preferences increases learning quality and satisfies the learner.


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