Search results for author:"Wim Westera"
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Computers & Education Vol. 123, No. 1 (August 2018) pp. 212–224
This paper presents a methodology for applying automated essay scoring in educational settings. The methodology was tested and validated on a dataset of 173 reports (in Dutch language) that students have created in an applied game on environmental...
Interactive Learning Environments Vol. 26, No. 4 (2018) pp. 539–552
This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow...
Interactive Learning Environments Vol. 25, No. 8 (2017) pp. 1065–1082
The teaching of communication skills is a labour-intensive task because of the detailed feedback that should be given to learners during their prolonged practice. This study investigates to what extent our FILTWAM facial and vocal emotion...
Education and Information Technologies Vol. 21, No. 3 (2016) pp. 681–697
This paper is about performance assessment in serious games. We conceive serious gaming as a process of player-lead decision taking. Starting from combinatorics and item-response theory we provide an analytical model that makes explicit to what...
Structured Reflection Breaks Embedded in an Online Course--Effects on Learning Experience, Time on Task and Performance
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 606–624
The purpose of this article is to gain an insight into the effects of practicing short, frequent, and structured reflection breaks interspersed with the learning material in a computer-based course. To that end, the study sets up a standardized...
Education and Information Technologies Vol. 21, No. 5 (2016) pp. 1367–1386
This paper presents the voice emotion recognition part of the FILTWAM framework for real-time emotion recognition in affective e-learning settings. FILTWAM (Framework for Improving Learning Through Webcams And Microphones) intends to offer timely...
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 590–605
This paper presents a framework (FILTWAM (Framework for Improving Learning Through Webcams And Microphones)) for real-time emotion recognition in e-learning by using webcams. FILTWAM offers timely and relevant feedback based upon learner's facial...
Collaboration Scripts for Mastership Skills: Online Game about Classroom Dilemmas in Teacher Education
Interactive Learning Environments Vol. 23, No. 6 (2015) pp. 670–682
Serious games are seen to hold potential to facilitate workplace learning in a more dynamic and flexible way. This article describes an empirical study into the feasibility of an online collaboration game that facilitates teachers-in-training to...
Education and Information Technologies Vol. 19, No. 2 (June 2014) pp. 361–374
This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence...
Interactive Learning Environments Vol. 22, No. 5 (2014) pp. 564–577
Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education...
Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands
Thomas Hainey; Wim Westera; Thomas M. Connolly; Liz Boyle; Gavin Baxter; Richard B. Beeby; Mario Soflano
Computers & Education Vol. 69, No. 1 (November 2013) pp. 474–484
Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite...
Educational Technology & Society Vol. 14, No. 2 (2011) pp. 201–212
Contextual learning starts from the premise that learning cannot take place in a vacuum, but should somehow be connected with real world attributes to make sense to learners. Today, digital media tend to bring about new dimensions of context:...
Journal of Interactive Learning Research Vol. 22, No. 2 (2011) pp. 167–190
This paper provides a theoretical framework for "reflection amplifiers" that are used in online courses. Such reflection amplifiers are intervention techniques that aim at provoking reflective practices in learning, in order to enhance the quality...
Interactive Learning Environments Vol. 17, No. 4 (December 2009) pp. 341–349
This article presents a Web 2.0 approach for the arrangement of peer tutoring in online learning. In online learning environments, the learners' expectations of obtaining frequent, one-to-one support from their teachers tend to increase the teachers'...
Journal of Educational Technology & Society Vol. 8, No. 1 (2005) pp. 28–37
Innovation of education is highly topical. It is obviously boosted by a range of new technologies, which enable new modes of learning that, are independent of time and place through Web-based delivery and computer-mediated communication. However,...
Achieving E-learning with IMS Learning Design--Workflow Implications at the Open University of the Netherlands
Educational Technology & Society Vol. 8, No. 3 (2005) pp. 216–225
This paper uses the Open University of the Netherlands as an instructive case for the introduction of e-learning based on the IMS Learning Design specification (IMS LD). The IMS LD specification, as approved by the IMS Global Learning Consortium in...
Innovations in Education and Teaching International Vol. 41, No. 3 (Aug 01, 2004) pp. 317–328
The field of higher education shows a jumble of alliances between fellow institutes. The alliances are strategic in kind and serve an economy-of-scales concept. A large scale is a prerequisite for allocating the budgets for new educational methods...
Higher Education: The International Journal of Higher Education and Educational Planning Vol. 47, No. 4 (June 2004) pp. 501–517
The innovation of education seems to be self-evident. Boosted by a wide range of new technologies, educational institutes all over the world are innovating their educational systems, in order to extend their services, to improve their performances...
Innovations in Education and Training International Vol. 37, No. 1 (2000) pp. 23–33
Describes the Virtual Company, a learning environment developed by the Open University (Netherlands) that is modeled after real companies to bridge the gap between learning and working by situating learning in a real-life business setting. Discusses ...