Skip to main content

Smart, Social, Flexible and Fun: Escaping the Flatlands of Virtual Learning Environments

  • Conference paper
  • First Online:
Intelligent Computing (CompCom 2019)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 998))

Included in the following conference series:

Abstract

This paper describes the development of intelligent, social, flexible and game-based pedagogic approaches and their applications in Virtual Learning Environment based Education. Applications of computer science technologies and techniques can enable, facilitate and change educational approaches, allowing scalable approaches that can address both individual student needs whilst managing large – sometimes-massive - cohort sizes. The benefits of these information systems include supporting the wide range of contexts met in education, in terms of individual needs and specific subject and curriculum requirements. Technologies and approaches that are considered range from the representation of knowledge and the use of intelligent systems, the use of social computing, through to the enabling opportunities of ubicomp and the practical application of game mechanics (gamification). This paper concludes with practical illustrations in the context of undergraduate computer science didactics.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Self, J., O’Shea, T.M.: Learning and Teaching with Computers. Harvester Press, Brighton (1983)

    Google Scholar 

  2. Departement for Education: Schools Minister Announces Boost to Computer Science Teaching (2018). https://www.gov.uk/government/news/schools-minister-announces-boost-to-computer-science-teaching. Accessed 14 Feb 2019

  3. Berners-Lee, T., Hendler, T., Lassila, O.: The Semantic Web: A New Form of Web Content That Is Meaningful to Computers Will Unleash a Revolution of New Possibilities, Scientific America (2001). https://www-sop.inria.fr/acacia/cours/essi2006/Scientific%20American_%20Feature%20Article_%20The%20Semantic%20Web_%20May%202001.pdf. Accessed 12 Oct 2018

  4. Höller, J., Tsiatsis, V., Mulligan, C., Karnouskos, S., Avesand, S., Boyle, D.: From Machine-to-Machine to the Internet of Things: Introduction to a New Age of Intelligence. Elsevier, Amsterdam (2014)

    Google Scholar 

  5. Sleeman, D., Brown, J.S.: Intelligent Tutoring Systems. Academic Press, London (1982)

    Google Scholar 

  6. Madianou, M., Miller, D.: Polymedia: towards a new theory of digital media in interpersonal communication. Int. J. Cult. Stud. 15(1), 169–187 (2012)

    Article  Google Scholar 

  7. Madianou, M., Miller, D.: Migration and New Media: Transnational Families and Polymedia. Routledge, London (2011)

    Google Scholar 

  8. Karatzogianni, A.: Firebrand Waves of Digital Activism 1994-2014: The Rise and Spread of Hacktivism and Cyberconflict. Palgrave Macmillan, Basingstoke (2015)

    Book  Google Scholar 

  9. Gordon, N.: Enabling personalised learning through formative and summative assessment. In: O’Donoghue, J. (ed.) Technology-Supported Environments for Personalized Learning: Methods and Case Studies. Information Science Publishing, Hershey (2009)

    Google Scholar 

  10. Appleby, J., Samuels, P., Treasure-Jones, T.: Diagnosys—a knowledge-based diagnostic test of basic mathematical skills. Comput. Educ. 28(2), 113–131 (1997)

    Article  Google Scholar 

  11. Wen, L., Brayshaw, M., Gordon, N.: Personalized content provision for virtual learning environments via the semantic web. Innov. Teach. Learn. Inf. Comput. Sci. 11(1), 14–26 (2012)

    Google Scholar 

  12. Thelwall, M.: Computer-based assessment: a versatile educational tool. Comput. Educ. 34(1), 37–49 (2000)

    Article  Google Scholar 

  13. Brayshaw, M., Gordon, N.: Managing learning resources–technical issues with learning objects, repositories and searching the semantic web. In: Proceedings of the 2009 eTeaching and Learning Workshop, pp. 28–32 (2009)

    Google Scholar 

  14. IEEE Pervasive Computing: http://www.computer.org/csdl/mags/pc/2015/01/index.html (2015). Accessed 12 Oct 2018

  15. Eisenstadt, M., Brayshaw, M., Hasemer, T., Issroff, K.: Teaching, learning and collaborating at an open university virtual summer school. In: Dix, A., Beale, R. (eds.) Remote Cooperation: CSCW Issues for Mobile and Teleworkers. Springer, London (1996)

    Google Scholar 

  16. Shumaker, R., Lackey, S., (eds.): Virtual, Augmented and Mixed Reality (Part 1 and 2). LNCS 8525 and 8526, Springer (2014)

    Google Scholar 

  17. Desire2Learn: http://www.d2l.com/ (2015). Accessed 12 Oct 2018

  18. Higher Education Academy: Flexible Learning (2013). http://www.heacademy.ac.uk/flexible-learning. Accessed 12 Oct 2018

  19. Zope, The UK LOM Core Home Page: http://zope.cetis.ac.uk/profiles/uklomcore (2008). Accessed 12 Oct 2018

  20. LMAP Learning Materials Application Profile Scoping Study: http://www.icbl.hw.ac.uk/lmap/ (2008). Accessed 12 Oct 2018

  21. Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture, p. 148. Beacon Press, Boston (1955)

    Google Scholar 

  22. Crawford, C.: The Art of Computer Game Design. McGraw-Hill Inc., New York (2010)

    Google Scholar 

  23. Koster, R.: Theory of Fun for Game Design. O’Reilly Media, Inc., Beijing (2013)

    Google Scholar 

  24. Goldstein, K.: Why Did Edutainment Become a Bad Word? Computers in Entertainment (2014)

    Google Scholar 

  25. Fenn, J., Hung, L.: Hype Cycle for Emerging Technologies. Gartner (2011)

    Google Scholar 

  26. Gartner: Hype Cycle for Emerging Technologies (2018). https://www.gartner.com/doc/3885468/hype-cycle-emerging-technologies-. Accessed 12 Oct 2018

  27. Zichermann, C., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, p. xiv. O’Reilly Media Inc., Beijing (2011)

    Google Scholar 

  28. Kapp, K.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, p. 17. Wiley, San Francisco (2012)

    Google Scholar 

  29. Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business, p. 26. Wharton Digital Press, Philadelphia (2012)

    Google Scholar 

  30. Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. Educ. Technol. Soc. 18, 75–88 (2015)

    Google Scholar 

  31. Whitton, N.: Digital Games and Learning: Research and Theory. Taylor & Francis, Abingdon (2014)

    Book  Google Scholar 

  32. Open Badges: http://openbadges.org/ (2014)

  33. Dicheva, D., Irwin, K., Dichev, C., Talasila, S.: A course gamification platform supporting student motivation and engagement. In: Web and Open Access to Learning (ICWOAL) International Conference (2014)

    Google Scholar 

  34. Deci, E.L., Ryan. R.M.: Self-determination theory. In: Handbook of Theories of Social Psychology, vol. 1, pp. 416–433. Sage Publications Ltd, Ca (2011)

    Google Scholar 

  35. Csikszentmihalyi, M.: Flow. Springer, The Netherlands (2014)

    Google Scholar 

  36. American Psychologist, Special Issue: Psychol. Sci. Educ. 41(10), 1040–1048 (1986)

    Google Scholar 

  37. Schell, J.: The Art of Game Design: A Book of Lenses. CRC Press, London (2014)

    Google Scholar 

  38. Hunicke, R., LeBlanc, M., Zubek, R.: MDA: a formal approach to game design and game research. In: Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4 (2004)

    Google Scholar 

  39. Bruner, J.S.: The act of discovery. Harvard Educ. Rev. 31(1), 21–23 (1961)

    Google Scholar 

  40. Papert, S.: Mindstorms: Children, Computers and Powerful Ideas. Harvester Press, Brighton (1980)

    Google Scholar 

  41. Elsom-Cook, M.: Guided discovery tutoring. In: Elsom-Cook, M. (ed.) Guided Discovery Tutoring: A Framework for ICAI Research. Paul Chapman, London (1990). ISBN 0442308353

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mike Brayshaw .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Brayshaw, M., Gordon, N.A., Grey, S. (2019). Smart, Social, Flexible and Fun: Escaping the Flatlands of Virtual Learning Environments. In: Arai, K., Bhatia, R., Kapoor, S. (eds) Intelligent Computing. CompCom 2019. Advances in Intelligent Systems and Computing, vol 998. Springer, Cham. https://doi.org/10.1007/978-3-030-22868-2_70

Download citation

Publish with us

Policies and ethics