Search results for author:"Cristina Hava-Muntean"
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World Conference on Educational Media and Technology 2004 (2004) pp. 1804–1810
This paper presents a framework for QoS enhancement of Adaptive Hypermedia Systems which is applicable to the area of education. The enhanced system adapts Web content based on both user-perceived QoS and user knowledge. The goal of the enhancement...
Topics: Learning Outcomes
ToTCompute: A Novel EEG-Based TimeOnTask Threshold Computation Mechanism for Engagement Modelling and Monitoring
International Journal of Artificial Intelligence in Education Vol. 26, No. 3 (2016) pp. 821–854
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (Oct 18, 2011) pp. 1212–1221
In order to engage the new generation of learners, educational games were integrated in e-learning. Among the games’ benefits for the learning process one will note their motivational potential. Since learners have different goals, preferences,...
An Investigation into the Suitability of Modern Technologies and Pedagogies for Teaching Children with Neuromotor Disorders: Teachers’ Perspectives
Society for Information Technology & Teacher Education International Conference 2021 (Mar 29, 2021) pp. 1527–1534
This research paper presents a survey-based investigation into the benefits and limitations of Self-Directed Learning, Gamification and Augmented Reality -based teaching approaches when teaching children with neuromotor disabilities. An analysis of...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (Oct 18, 2011) pp. 782–791
Apart being one of the key factors driving m-learning acceptance, the new generations of powerful and affordable devices also contribute to a fast increase in educational multimedia content consumption. Multimedia content has many benefits for m...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 3801–3810
With the increasing usage of multimedia in education, videos in particular, the delivery of content becomes difficult on low bandwidth networks. Conversely, the authoring of adaptable courses is still very difficult and time-consuming and no...
Earth Course: Knowledge Acquisition in Technology Enhanced Learning STEM Education in Primary School
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1261–1270
Earth Course is a Technology Enhanced Learning Large-Scale pilot carried out as part of the European Horizon 2020 NEWTON project focussing on science, technology, engineering and maths education, specifically on four main topics: Biosphere,...
International Conference e-Learning 2014. Multi Conference on Computer Science and Information Systems (July 2014)
Mobile learning is seeing a fast adoption with the increasing availability and affordability of mobile devices such as smartphones and tablets. As the creation and consumption of educational multimedia content on mobile devices is also increasing...
Investigating the Learning Impact of Game-based Learning when Teaching Science to Children with Special Learning Needs
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 2371–2377
In an attempt to find solutions to the current challenges faced by children with special needs, new teaching and learning methodologies that make us of various technologies such as 3D computer based games, Augmented Reality, Virtual Reality enhanced ...
Diana Bogusevschi; Irina Tal; Marilena Bratu; Bogdan Gornea; Dorothea Caraman; Ioana Ghergulescu; Cristina Hava Muntean; Gabriel-Miro Muntean
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1496–1505
A digitised educational application focused on the water cycle in nature was employed in a small-scale pilot carried out in a secondary school in Ireland, as part of the European Horizon 2020 NEWTON project. The application involved 3D immersive...
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1160–1169
The new technology developments that are emerging on the market demand re-skilling and updating competencies thus enabling people to adapt to new expectations in the 21st century workplace and life. Therefore, the education system should also...
Topics: Game-based learning
Investigating Flipped Classroom and Problem-Based Learning in a Programming Module for Computing Conversion Course
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 232–247
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer programming module. Combined FC-PBL makes use of learning technologies and supports authentic...