INNOVATIONS IN THE EDUCATIONAL PROCESS IN TECHNICAL UNIVERSITIES BASED ON AN ONTOLOGY FOR INTERACTIVE TEACHING SYSTEM
Mots-clés :
Educational process, Voting system, OntologyRésumé
This paper aims to highlight the influence of e-Learning platforms and to offer a new perspective based on students' decisions and influenced by their preferences. This is an innovative e-learning module, using a specific methodology that allows students to vote in real-time, during the course, based on electronic votes. The students can choose the level of details they want for each section of the presentation and which example cases are relevant or not for them. This way, a high level of student involvement is maintained during the course, and the information is provided interactively to the participants. The electronic votes of the students are managed using a Moodle platform plugin based on an educational ontology, especially created. These votes will influence the course of the teacher's oral presentation.
Références
(1) A.D. Ioniţă, A. Olteanu, Support Students’ Experimental Work in Electrical Engineering With Visual Modeling, Rev. Roum. Sci. Techn. – Électrotechn. et Énerg., 59, 1, pp. 107–116, (2014).
(2) G.C. Seriţan, B.A. Enache, S.D. Grigorescu, S. V. Pațurcă, C. Cepișcă, V. Vita, R. Porumb, B. Neagu, D. Ghiculescu, Improvement of Teaching Activities In Higher Education: A Case Study, Rev. Roum. Sci. Techn. – Électrotechn. et Énerg., 64, 2, pp. 169–172 (2019).
(3) A. Hossain, Uneven experiences. A case study of Moodle implementation, 10.13140/RG.2.2.19772.39044, 2019.
(4) B. Barna, S. Fodor. Complex gamification platform based on Moodle system. 16th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2019) 2019.
(5) H. Hasan, M. Nat, V. Vanduhe, Gamified Collaborative Environment in Moodle, IEEE Access. pp. 1-1 (2019).
(6. I. Petroulis, M. Tzelepi, K. Papanikolaou, On the Design of Gamification Elements in Moodle Courses, 2019.
(7) O. Mineeva, M. Prokhorova, M. Liashenko, T. Lebedeva, A. Shkunova, Using Moodle Learning Management System In University's Educational Process: Teaching Experience. International Scientific Conference Social and Cultural Transformations in the Context of Modern Globalism (SCTCMG), 2019.
(8) L. Renard, 20 fun apps to put your students’ smartphones to good use. In Book Widgets-Interactive Learning. Available: https://www.bookwidgets.com/blog/2017/05/20-fun-apps-to-put-your-students-smartphones-to-good-use, 2017. [Accessed 1.02. 2021].
(9) E. Katis, H. Kondylakis, G. Agathangelos, V. Kostas, Developing an Ontology for Curriculum & Syllabus. Satellite Events (ESWC), Heraklion, Crete, Greece, Revised Selected Papers, (2018).
(10) H. Chung, J. Kim, An Ontological Approach for Semantic Modeling of Curriculum and Syllabus in Higher Education. Int. J. Inf. Educ. Technol. 6(5), pages 365–369. 2016.
(11) A. Olteanu, A.D. Ionita, A.S. Solomon, Curriculum and learning content management based on ontologies, In The International Scientific Conference eLearning and Software for Education; Bucharest, Romania, 3, (2017).
(12) M. Moalfa, S.M. Olarescu, R.N. Pietraru, A. Olteanu, Choose your own technical adventure: an increased engagement in the engineering classroom through presentations influenced by student decisions, In The 16th International Scientific Conference eLearning and Software for Education, Bucharest, Romania, (2020).
(13) J. Beck, S. Rooholamini, L. Wilson, E. Griego, C. McDaniel, R. Blankenburg, Choose your own adventure: leading effective case-based learning sessions using evidence-based strategies. MedEdPORTAL, The Journal of Teaching and Learning Resources (2017).
(14) R. L. Panjaitan, Implementing a “choose your own adventure” method in teaching basic concepts of sound to primary-school teacher candidate students, J. of Physics: Conference Series 739 (2016)