Search results for author:"Dietrich Albert"
Total records matched: 13 Search took: 0.085 secs
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 1380–1385
Adaptation to the learner's knowledge level and competence-based course creation have been interesting topics in diverse e-learning research projects for years. Apart from these research activities, however, there is a powerful and emerging...
Topics: Learning Management Systems
Dynamic Media in Computer Science Education; Content Complexity and Learning Performance: Is Less More?
Educational Technology & Society Vol. 11, No. 1 (2008) pp. 279–290
With the increasing use of dynamic media in multimedia learning material, it is important to consider not only the technological but also the cognitive aspects of its application. A large amount of previous research does not provide preference to...
International Journal of Game-Based Learning Vol. 1, No. 3 (July 2011) pp. 53–64
Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of...
Policy Futures in Education Vol. 7, No. 6 (2009) pp. 645–661
This article presents two current research trends in e-learning that at first sight appear to compete. Competence-Based Knowledge Space Theory (CBKST) provides a knowledge representation framework which, since its invention by Doignon & Falmagne,...
Computers & Education Vol. 64, No. 1 (May 2013) pp. 183–193
This paper explores the relation between problem solving learning environments (PSLEs) and assessment concepts. The general framework of evidence-centered assessment design is used to describe PSLEs in terms of assessment concepts, and to identify...
International Journal of Game-Based Learning Vol. 4, No. 3 (July 2014) pp. 35–46
Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context ...
International Journal on E-Learning Vol. 5, No. 1 (2006) pp. 75–88
Competence-based extensions of Knowledge Space Theory are suggested as a formal framework for implementing key features of personalised learning in technology-enhanced learning. The approach links learning objects and assessment problems to the...
Electronic Journal of e-Learning Vol. 10, No. 2 (2012) pp. 172–184
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of...
International Journal of Game-Based Learning Vol. 1, No. 1 (January 2011) pp. 45–58
One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly...
World Conference on Educational Media and Technology 2002 (2002) pp. 344–350
Adaptive Hypermedia Systems are capable of delivering personalized learning content to learners across the WWW. Learning Environments provide interfaces and support services to aid tutors in course construction and aid learners in navigating those...
Suitability of Adaptive Self-Regulated e-Learning to Vocational Training: A Pilot Study in Heat Pump System Installation
International Journal of Online Pedagogy and Course Design Vol. 5, No. 3 (July 2015) pp. 31–46
Many studies have been conducted, mainly in a university environment, and researchers have identified both advantages and disadvantages of e-learning. Very little is known about the applicability and suitability of e-learning to vocational and...
International Journal on E-Learning Vol. 16, No. 1 (February 2017) pp. 81–98
E-learning makes educational resources available to learners spread all over the world, resulting in a greater diversity of learners. Adaptation and personalisation aim at providing appropriate learning opportunities to users with diverse needs and...
Felix Modritscher; Barbara Krumay; Sandy El Helou; Denis Gillet; Alexander Nussbaumer; Dietrich Albert; Ingo Dahn; Carsten Ullrich
Digital Education Review Vol. 20 (December 2011) pp. 1–13
Personal learning environment (PLE) solutions aim at empowering learners to design (ICT and web-based) environments for their learning activities, mashing-up content and people and apps for different learning contexts. Widely used in other...