- Online and Blended Learning
- Mobile Learning in Education
- Online Learning and Analytics
- Open Education and E-Learning
- Educational Games and Gamification
- Innovative Teaching and Learning Methods
- Teaching and Learning Programming
- E-Learning and Knowledge Management
- Wikis in Education and Collaboration
- Web and Library Services
- Experimental Learning in Engineering
- Virtual Reality Applications and Impacts
- Digital Storytelling and Education
- Digital literacy in education
- Impact of Technology on Adolescents
- Literacy, Media, and Education
- Information Systems Education and Curriculum Development
- Augmented Reality Applications
- Child Development and Digital Technology
- Reflective Practices in Education
- Software Engineering Techniques and Practices
- Education and Learning Interventions
- Educational Tools and Methods
- Multimedia Communication and Technology
- Fuzzy Logic and Control Systems
Bentley University
2014-2024
Northeastern University
1987
As companies expand their businesses to the international marketplace, they will rely on employees have skills in using web-based information and communication technologies (ICTs) for collaboration. To simulate this global environment classroom, authors created a six-week project which first-year introductory technology students from Bentley University United States fourth-year multimedia "Politehnica" of Timisoara, Romania, used number ICTs during semester evaluate two similar online...
Abstract This paper presents data from two international projects focused on the interaction between changemaking and digital making in university students. The is drawn contributions of 63 students located United States, Romania, Spain, Belgium, Norway, Denmark England. Using a design thinking methodology thematic analysis student responses, aim was to understand how creative use immersive technologies, such as augmented virtual reality, might create an environment for practices context....
Purpose Short videos, also known as micro-videos, have emerged a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of study, involving students from two universities who created six-second videos using the Vine mobile app explain or illustrate technological concepts. Design/methodology/approach Students were assigned task creating video demonstrate their understanding an concept. A survey, performed after asked...
Virtual reality engages participants through immersive experiences of imaginary or real three-dimensional physical environments. The combination globalization and technology is transforming the international economy, altering demand for skills knowledge required from today's university graduates. To improve students' we have developed in last ten years TalkTech project, as an open virtual mobility, a project based learning with aim creating multimedia artefact. 2017 study examines how...
Purpose – This paper aims to argue that the process of making an original game develops digital literacy skills and provides authentic learning experience as students create, publish deploy interactive games. Teaching create computer games has become common in both K-12 tertiary education introducing programming concepts, increase student engagement recruit majors minors technology fields. study describes a project where first-year college introductory concepts course use visual creation...
Virtual reality (VR) provides an immersive setting where it is possible to experience the perception of being present in a different place or environment. The TalkTech international project matches students at universities United States and Romania, work as members teams virtual mobility. They research applications VR, visit locations their home countries related team's assigned cultural landmark, create VR scenes share with partners. Team demonstrate, share, compare, discuss using online...
The authors were involved in an international project which first year (freshman) students studying comparable IT courses at two universities, one the United States and other Australia, formed virtual teams engaged collaborative learning content creation via Internet. Each team was tasked with jointly producing a short "Skypecast" (an audio podcast recorded over Skype), members from each institution participated conversations on topics related to technology culture. had overcome issues...
Purpose The purpose of this paper is to investigate the impact transforming a traditional university computer lab create collaborative learning community known as CIS Sandbox, by remodeling physical space and supporting it with virtual presence through use social media tools. discussion applies Selander's “designs for learning” frame experiences in Sandbox. Design/methodology/approach To determine attitudes toward such an environment, students who staffed visited during its first semester...
The popularity of augmented and virtual reality technologies offers students an opportunity to become more familiar with these their applications in business context. This paper shares results the TalkTech project, which first-year introductory technology from a university United States fourth-year multimedia Romania study uses variety industries, create original artifacts, demonstrate international partners. Using Internet-based communication tools collaborate, investigate possibilities...