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Solomon Sunday Oyelere
  • Pervasive and Mobile Computing
    Department of Computer Science, Electrical and Space Engineering
    Luleå University of TechnologySE-931 87 Skellefteå, Sweden
    Phone: +46(0)910585317
    Web:https://www.ltu.se/staff/s/soloye-1.202588?l=en
Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an... more
Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the application facilitates higher education students' computational thinking skills. Six participants were randomly selected to conduct this evaluation. A mixed research approach consisting of quantitative and qualitative methods was employed. The study quantitatively analyzed users' scores from gameplay to understand how the intervention supported computational thinking skills. Participants were also interviewed to collect data after playing the mini-games to investigate users' experiences. The study showcases players' computational thinking competency, assessed automatically during gameplay. Further, this study used inductive content analysis to demonstrate users' reactions to prototyped VR mini-games. The qualitative findings suggest that users found the VR mini-games interactive and immersive, which provided an opportunity to foster learners' computational thinking skills. The quantitative analysis revealed that student's computational thinking competency can be enhanced through consistent playing of the mini-games. Moreover, the expedition aspect of the VR game stimulated learners' curiosity, which sustained their learning progress. Furthermore, users gained new knowledge and found the mini-games educative. Nevertheless, several aspects of the VR mini-games need improvements, according to users' perceptions. This study contributes to the knowledge in terms of the affordances of VR in education research and provides relevant insights that can shape future studies, for example, the recent hype of metaverse in education.
The educational community continuously seeks ways to improve the learner-centered learning process through new approaches like Learning analytics and its dashboard, which is helpful to enhance the teaching and the learning process. It... more
The educational community continuously seeks ways to improve the learner-centered learning process through new approaches like Learning analytics and its dashboard, which is helpful to enhance the teaching and the learning process. It involves a process whose final goal is presenting results to support decision-making about improving the learning process. However, a descriptive Learning analytics interface for analyzing learning data of students, including the disadvantaged, where to view and interpret learners' historical data is -in general- missing in this research domain. Hence, more research is still required to establish the philosophy of learning analytics on inclusion with an interface for the stakeholders to understand learning and teaching in an inclusive learning environment. This paper fills this gap by providing an inclusive educational learning analytics dashboard to support teachers and students. This study aimed to present a learning analytics implementation in the context of a smart ecosystem for learning and inclusion. We gave the inclusive educational needs and discussed the workflow followed during the descriptive learning analytics dashboard development. Therefore, the study improved existing learning analytics dashboards with a descriptive approach and inclusiveness of students with disabilities. Owing to the software development nature of this study, agile methodology based on five stages was applied: requirement elicitation; data gathering; design and prototyping; implementation; and testing and integration. We performed an initial evaluation, which indicated that the dashboard is suitable for understanding teachers' and students' needs and expectations. Besides, the visualization of inclusive learning characteristics improves engagement and attainment of learning goals.
Smart Ecosystem for Learning and Inclusion (SELI) Project is a consortium project, funded as part of ERANet JOINT CALL 2016/2017 with the number of ERANet17/ICT0076. In a two-year collaboration, higher educations from Bolivia, Brazil,... more
Smart Ecosystem for Learning and Inclusion (SELI) Project is a consortium project, funded as part of ERANet JOINT CALL 2016/2017 with the number of ERANet17/ICT0076. In a two-year collaboration, higher educations from Bolivia, Brazil, Dominican Republic, Ecuador, Finland, Poland, Turkey, and Uruguay worked together to create and actualize an open-access set of ICTbased approaches and conditions to support the digitization of the learning environment by providing training and improving inclusive education and across the EU and LAC regions. The project was funded by the following EU CELAC Research and Innovation funding agencies in each country: Ministry of Health, Vice Ministry of Science and Technology (MOH) in Bolivia, National Council for Scientific and Technological Development (CNPq) and Research Support Foundation of the State of Sao Paulo (FAPESP) in Brasil, Ministry of Higher Education, Science and Technology (MESCyT) in the Dominician Republic, Secretariat of Higher Education, Science, Technology and Innovation (SENESCYT) in Ecuador, Academy of Finland (AKA) in Finland, National Centre for Research and Development (NCBiR) in Poland, The Scientific and Technological Research Council of Turkey (TUBITAK) in Turkey and National Research and Innovation Agency of Uruguay (ANII) in Uruguay
In recent years, open educational resources have been offered in initiatives that aim to reach a wider audience, contributing to the democratization of knowledge. However, there is still a gap with regard to the accessibility of these... more
In recent years, open educational resources have been offered in initiatives that aim to reach a wider audience, contributing to the democratization of knowledge. However, there is still a gap with regard to the accessibility of these educational resources. In this sense, this paper presents a digital ecosystem architecture, called SELI (Smart Ecosystem for Learning and Inclusion), which is being developed by a group of ten countries in Europe and Latin America. This ecosystem can be viewed in four different views (philosophical foundations, supporting infrastructure, concept and service bus). It aims to provide an accessible learning environment, involving recent technologies such as Blockchain, microsites and the use of universal accessibility guidelines.
This chapter describes how the Ebola virus is considered extremely infectious with a series of physical and psychological traumas on the victims. Common clinical signs associated with the disease i ...
In Tanzania, street traders face the challenge of limited markets caused by employing weak marketing and promotion strategies. This study developed a mobile application to solve the problem address...
There is a rapid growth of the application of mobile devices as a learning aid especially in developing countries such as Nigeria largely due to affordability, interest and availability of mobile handheld devices. Though web-based... more
There is a rapid growth of the application of mobile devices as a learning aid especially in developing countries such as Nigeria largely due to affordability, interest and availability of mobile handheld devices. Though web-based learning systems such as m-learning are used nowadays to support several learning activities and learners are generally willing to use the devices for learning, cybersecurity negligence poses a huge threat to this beneficial system. This work used questionnaires and interview survey approaches to obtain lecturers and students' opinion and standpoints on the harmful effects of cybersecurity negligence on m-learning as well as possible solutions to the menace of cybersecurity threats. The results of this study identified harmful effects of cybersecurity negligence in m-learning. Also, mitigating approaches were proposed to counter cybersecurity issues on m-learning. It was recommended that appropriate plan and implementation of systems applied in web-based learning must have sufficient cybersecurity administration for m-learning platforms. This must be considered for enhanced learning, efficiency, satisfaction and acceptability of m-learning solutions.
Imbalanced Data (ID) is a problem that deters Machine Learning (ML) models from achieving satisfactory results. ID is the occurrence of a situation where the quantity of the samples belonging to one class outnumbers that of the other by a... more
Imbalanced Data (ID) is a problem that deters Machine Learning (ML) models from achieving satisfactory results. ID is the occurrence of a situation where the quantity of the samples belonging to one class outnumbers that of the other by a wide margin, making such models’ learning process biased towards the majority class. In recent years, to address this issue, several solutions have been put forward, which opt for either synthetically generating new data for the minority class or reducing the number of majority classes to balance the data. Hence, in this paper, we investigate the effectiveness of methods based on Deep Neural Networks (DNNs) and Convolutional Neural Networks (CNNs) mixed with a variety of well-known imbalanced data solutions meaning oversampling and undersampling. Then, we propose a CNN-based model in combination with SMOTE to effectively handle imbalanced data. To evaluate our methods, we have used KEEL, breast cancer, and Z-Alizadeh Sani datasets. In order to achi...
Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. This paper presents a bibliometric analysis of virtual reality... more
Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. This paper presents a bibliometric analysis of virtual reality (VR) use in addressing depression and anxiety from 1995 to 2022. The study analysed 1872 documents using the Scopus database, identifying the field’s most relevant journals and authors. The results indicate that using VR for addressing anxiety and depression is a multidisciplinary field with a wide variety of research topics, leading to significant collaborative research in this area. The Annual Review of Cybertherapy and Telemedicine was identified as the most relevant journal, while Behavior Research and Therapy was found to be the most cited journal. The analysis of keywords suggests that there is more research on using VR for anxiety and related disorders than for depression. Riva G. was identified as the top author in producing research outputs on...
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students’ motivation and engagement. The overall aim of this study is to evaluate the usability of... more
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students’ motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to novices. The improved version of the Imikode VR game consists of three features: An artificial intelligence component designed to provide real-time error feedback to users, an intelligent agent that guides and teaches users how to play the game and finally, the integration of multiple game play that gives learners more opportunities to explore the VR environment for greater immersive learning experience. This study adopted a survey approach and recruited first-year computer science students to measure learner satisfaction with educational virtual reality games and examined the correlations among the attributes of the Usefulness, Satisfacti...
The increasing attention to Machine Learning (ML) in K-12 levels and studies exploring a different aspect of research on K-12 ML has necessitated the need to synthesize this existing research. This study systematically reviewed how... more
The increasing attention to Machine Learning (ML) in K-12 levels and studies exploring a different aspect of research on K-12 ML has necessitated the need to synthesize this existing research. This study systematically reviewed how research on ML teaching and learning in K-12 has fared, including the current area of focus, and the gaps that need to be addressed in the literature in future studies. We reviewed 43 conference and journal articles to analyze specific focus areas of ML learning and teaching in K-12 from four perspectives as derived from the data: curriculum development, technology development, pedagogical development, and teacher training/professional development. The findings of our study reveal that (a) additional ML resources are needed for kindergarten to middle school and informal settings, (b) further studies need to be conducted on how ML can be integrated into subject domains other than computing, (c) most of the studies focus on pedagogical development with a de...
The benefits of teaching machine learning to K-12 pupils include building foundational skills, useful mental models and inspire the next generation of AI researchers and software developers. However, introducing machine learning in... more
The benefits of teaching machine learning to K-12 pupils include building foundational skills, useful mental models and inspire the next generation of AI researchers and software developers. However, introducing machine learning in schools has been a challenge even though several initiatives, curriculum design, platforms, projects, and tools exist to demystify the concept. The existing resources are scattered and sometimes overlap. Thereby selecting the appropriate tools to adopt in teaching becomes an arduous task for the teachers and other practitioners. More so, despite the increasing number of papers published in this field, there are still gaps in identifying specific tools and resources for teaching machine learning in K-12 settings. This study presents a literature review on machine learning in K-12 by selecting articles published from 2010 to 2021. Therefore, this paper presents a resource catalog and surveys of tools to help teachers find suitable teaching paths and make the decision to introduce activities that help students understand the basic concepts of machine learning. Based on the research objective, we utilized six databases to extract relevant information, while thirty-nine peer-reviewed articles were collected based on a systematic literature search and were analyzed. This study identified resources, tools, and instructional methods as the main categories of pedagogical items needed to ensure impactful teaching of machine learning in K-12 settings. Besides, the mode of operation, benefits and the challenges of the pedagogical tools for teaching machine learning in K-12 settings were unraveled. The findings also show the increased number of initiatives resulting in tools development to support machine learning teaching. Finally, this study provides recommendations for future research directions to help researchers, policymakers, and practitioners in the education sector identify and apply various resources to aid decision-making in practice and to democratize machine learning practices in schools.
This research paper examined theories, pedagogics, and contents explored by studies focusing on promoting computational thinking (CT) in higher education institutions (HEIs). CT has become a fundamental approach to building... more
This research paper examined theories, pedagogics, and contents explored by studies focusing on promoting computational thinking (CT) in higher education institutions (HEIs). CT has become a fundamental approach to building problem-solving skills, which requires a thought process. The field of CT is generally still maturing, and the use of CT as an approach to introduce freshmen to introductory programming courses in HEIs has been gaining scholars' interest in the recent past. To appreciate the strategies explored to promote teaching and learning of CT in HEIs; evaluate scholarly discussions, contributions, and potential impact of studies in this field, there is a need to ground the theoretical constructs that build the foundation for the field. A literature review methodology was adopted in this study. The data collected from the Web of Science, the Scopus, ACM, and ProQuest databases were analyzed to provide answers to the research questions. The findings from this study suggest that constructionism and constructivism are the prevailing learning theories explored by scholars in this field to deploy CT in HEI. Additionally, the study revealed that activity-based learning, problem-based learning, automatic assessment-based learning, and self-regulated or self-reflective learning are the prominent pedagogies used by educators. These findings provided a strong foundation for research in this growing field. Besides, the findings also create an opportunity for positioning CT in HEI's educational curriculum regarding how CT should be taught in that context.
Recent studies have shown that children are not adequately physically active and there is a need to increase children’s physical activity. This study describes new opportunities and solutions for using existing games and gamification to... more
Recent studies have shown that children are not adequately physically active and there is a need to increase children’s physical activity. This study describes new opportunities and solutions for using existing games and gamification to increase physical activity among children in Sweden. We adopted the principles of Tic-Tac-Training to redesign, build, and test a classical multiplayer cooperative game, Battleship, to create a PA game that children experience as fun and engaging. The low fidelity prototype of the game was developed using an iterative game development life cycle and tested with 13 young male children aged 8–11 in a real-world informal setting. A mixed-method research approach was used to understand the users’ experiences and the impact of the Battleship-PA game on behavior change regarding physical activity. Research data were collected through audio recordings of interactions, direct observation, and a user experience questionnaire. The results of this study indicat...
Mobile learning (m-learning) through mobile devices has been playing a significant role in enhancing teaching and learning in higher education institutions (HEIs). However, little is known about the readiness of both teachers and students... more
Mobile learning (m-learning) through mobile devices has been playing a significant role in enhancing teaching and learning in higher education institutions (HEIs). However, little is known about the readiness of both teachers and students to extend the traditional face-to-face pedagogy into using their mobile devices for mobile learning. This study, therefore, aimed at investigating the readiness of both teachers and students at the College of Business Education (CBE) for m-learning and the suitable m-learning systems’ functionalities to enhance the teaching and learning. The study applied a survey strategy to obtain the views of both the teachers and students. Using the random sampling technique, 35 teachers and 141 third year bachelor students were selected for the study. The analysis of data was done using statistical package for social sciences (SPSS) descriptive statistics. Results showed the majority of teachers (Mean = 4.5143) and students (Mean = 4.3551) are ready for mobile...
<strong>Brief Description of Dataset</strong> The dataset contains information about students in a 5-year Bachelor of Technology Degree in Computer Science from a North Eastern Nigerian University of Technology. The year of... more
<strong>Brief Description of Dataset</strong> The dataset contains information about students in a 5-year Bachelor of Technology Degree in Computer Science from a North Eastern Nigerian University of Technology. The year of enrolment of the students ranges from 2005 to 2015. In the dataset, "NA" means that the student did not attempt the course. <strong>Data Cleaning</strong> First steps: the student marks that are less than 40 are excluded, as the course has to be retaken to be passed with a minimum of 50 marks. In addition, courses that are taken outside of graduation audit by students are eliminated. There were 430 students screened for enrolment in the study with 95 being excluded because they did not take the course within the period of degree program for their early exemption. The exact ages of the participants are unknown other than all students enrolled were aged above 18 years of age.
Ebola virus disease (EVD), considered viral with asymptomatic and epidemiological clinical manifestation of sudden fever, intense weakness, muscle pain and sore throat. In the endemic area of West Africa with overstretched medical... more
Ebola virus disease (EVD), considered viral with asymptomatic and epidemiological clinical manifestation of sudden fever, intense weakness, muscle pain and sore throat. In the endemic area of West Africa with overstretched medical facility and inaccessible medical care, early pre-screening, recognition and detection of the Ebola virus disease features in suspected patients is critical to the containment of the epidemic and minimizing secondary transmission. Mobile devices have gained prominence in every sector of African society, especially in the aspect of its use for socio-economic development. In this article, we developed a self-inference mobile system capable of assisting health practitioners in clinical pre-screening, and serve as a platform for creating awareness about the danger of the contagious disease that has ravaged Africa, especially the West African States. The system is capable of trapping user's responses, which in turn triggers the inference engine to provide a...
This study examines the research landscape of smart learning environments by conducting a comprehensive bibliometric analysis of the field over the years. The study focused on the research trends, scholar’s productivity, and thematic... more
This study examines the research landscape of smart learning environments by conducting a comprehensive bibliometric analysis of the field over the years. The study focused on the research trends, scholar’s productivity, and thematic focus of scientific publications in the field of smart learning environments. A total of 1081 data consisting of peer-reviewed articles were retrieved from the Scopus database. A bibliometric approach was applied to analyse the data for a comprehensive overview of the trend, thematic focus, and scientific production in the field of smart learning environments. The result from this bibliometric analysis indicates that the first paper on smart learning environments was published in 2002; implying the beginning of the field. Among other sources, “Computers & Education,” “Smart Learning Environments,” and “Computers in Human Behaviour” are the most relevant outlets publishing articles associated with smart learning environments. The work of Kinshuk et al., ...
Recent progress in technology has altered the learning behaviors of students; besides giving a new impulse which reshapes the education itself. It can easily be said that the improvements in technologies empower students to learn more... more
Recent progress in technology has altered the learning behaviors of students; besides giving a new impulse which reshapes the education itself. It can easily be said that the improvements in technologies empower students to learn more efficiently, effectively and contentedly. Smart Learning (SL) despite not being a new concept describing learning methods in the digital age- has caught attention of researchers. Smart Learning Analytics (SLA) provides students of all ages with research-proven frameworks, helping students to benefit from all kinds of resources and intelligent tools. It aims to stimulate students to have a deep comprehension of the context and leads to higher levels of achievements. The transformation of education to smart learning will be realized by reengineering the fundamental structures and operations of conventional educational systems. Accordingly, students can learn the proper information yet to support to learn real-world context, more and more factors are need...
The convergence of Wi-Fi technologies and mobile devices present prospects to design and implement applications that will support learning on the move. Mobile learning (m-learning) is the study and practice of using mobile devices, such... more
The convergence of Wi-Fi technologies and mobile devices present prospects to design and implement applications that will support learning on the move. Mobile learning (m-learning) is the study and practice of using mobile devices, such as smart phones, mobile phones, tablets, PDAs, MP3s and pocket PCs to support learning for anyone, anytime and anywhere. Through well-situated and flexible mobile devices and network infrastructure, researchers and developers endeavor to offer users with new learning applications and services. We have applied the design research (DR) approach in the course of developing m-learning application, MobileEdu, for computing education in Nigerian higher education context. The application is intended to facilitate the learning of computer science courses on mobile devices, support ubiquitous, collaborative, and social learning for undergraduate students. Moreover, the application eases access to learning resources. In this article we present the analysis, design and implementation activities related to the development of the first MobileEdu prototype. The research also deliberated on the characteristics and scope of the adherence of MobileEdu to the traits and ideas of DR.
We describe a study conducted in a Nigerian university for 142 third-year undergraduate students to evaluate how MobileEdu, a mobile learning application, supports the learning outcomes of the students. The research data for the... more
We describe a study conducted in a Nigerian university for 142 third-year undergraduate students to evaluate how MobileEdu, a mobile learning application, supports the learning outcomes of the students. The research data for the investigation were obtained from pre- and post-quizzes administered to students. The results of the study were very encouraging and showed that MobileEdu application has great potential to improve learning outcomes.
The majority of the existing research regarding mobile learning in computing education has primarily focused on studying the effectiveness of, and in some cases reporting about, implemented mobile learning solutions. However, it is... more
The majority of the existing research regarding mobile learning in computing education has primarily focused on studying the effectiveness of, and in some cases reporting about, implemented mobile learning solutions. However, it is equally important to explore development and application perspectives on the integration of mobile learning into computing education and identify practical implications for learning and teaching practices. In this study, the authors performed a systematic review of scientific publications related to mobile learning in computing education. After identifying relevant publications, they analysed them from three main aspects: technology and development, design of mobile learning solutions and applications, and implications for learning. The authors' study reveals that mobile learning in computing education has the potential to increase several affective traits of learners. In addition, mobile learning in computing education has matured enough to be mainly...
A computer virus is a piece of software which attaches itself to another program causing undesirable effect on the program. It is attached similar to the way in which biological virus affect other organisms. The synonymous way it works... more
A computer virus is a piece of software which attaches itself to another program causing undesirable effect on the program. It is attached similar to the way in which biological virus affect other organisms. The synonymous way it works with that of the human virus gave rise to the term computer virus. Computer viruses infect personal computers (PCs) and server. Some viruses create mere annoyance, but others can do serious damage: delete or change files, steal important information, load and run unwanted applications, send documents via electronic mail (e-mail) or even cripple a machines operating system (OS). Random sampling technique on respondents was performed while the data used for the study is collected from primary sources using a well-structured questionnaire. Data collected were logically analyzed using descriptive tool such as percentages and charts and inferential statistical tool such as chi-square. Based on the administered questionnaires the result indicated that virus...
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In Sub-Sahara Africa today, sustainable development concept is one important component required for long term developmental needs. Sustainable development is seen as a way of conquering global environmental degradation, economic wants,... more
In Sub-Sahara Africa today, sustainable development concept is one important component required for long term developmental needs. Sustainable development is seen as a way of conquering global environmental degradation, economic wants, biophysical problems, and social issues. Sub-Sahara Africa is currently faced with several developmental challenges which are capable of being surmountable through continuous collaboration and knowledge sharing among its economies. In this research study we proposed an innovative system which is capable of turning around the lot of Sub-Saharan African societies. The concept behind this model termed Sub-Saharan African Interdisciplinary MOdel for Sustainable Development (SAIMOSD) is to create interdisciplinary developmental units across all level of Sub-Saharan African communities. Several benefits for this type of novelty were enumerated while possible challenges to its implementation were identified. The model will help to implement research innovati...
Research Interests:
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students’ learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too... more
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students’ learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners’ perceived cognition. This study examined the relationship between game elements (challenge, goal clarity, and feedback) as pedagogical approach, features of IVR technology (immersion and interaction), and learners’ perceived cognition (reflective thinking and comprehension). An experiment was conducted with 49 undergraduate students who played an IVR game-based application (iThinkSmart) containing mini games developed to facilitate learners’ computational thinking competency. The study employed partial least squares structural equation modelling to investigate the effect of educational game elements and learning contents on learner’s cognition. Findings show ...
The elderly population has been increased due better health conditions and quality of life. With a healthier aging, the elderly start to have a more active and participative life in society. They pursue, among other things, to acquire new... more
The elderly population has been increased due better health conditions and quality of life. With a healthier aging, the elderly start to have a more active and participative life in society. They pursue, among other things, to acquire new knowledge and despite being a generation which access to existing technology was restricted, there is an increase in the use of digital technologies, especially in the educational field. However, with advancing age, cognitive and motor skills decrease. Given this scenario, the creation of accessible didactic materials that include the elderly population is necessary. This paper shows a framework to create inclusive digital material for elderly learning. The framework will help teachers to create digital contents that support elderly learners’ personalized educational goals.
Frameworks for the evaluation of technological instructional tools provide educators with criteria to assess the pedagogical suitability and effectiveness of those tools to address learners’ needs, support teachers’ understanding of... more
Frameworks for the evaluation of technological instructional tools provide educators with criteria to assess the pedagogical suitability and effectiveness of those tools to address learners’ needs, support teachers’ understanding of learning progress, and recognize the levels of achievement and the learning outcomes of the students. This study applied secondary document analysis and case study to identify five pedagogical indicators for teaching and learning computational thinking, including technology, pedagogical approaches, assessment techniques, data aspect, and teacher professional development. Based on the pedagogical indicators, this study proposed a computational thinking pedagogical assessment framework (CT-PAF) aimed at supporting educators with a strategy to assess the different technological learning tools in terms of pedagogical impact and outcome. Furthermore, three case-study instructional tools for teaching CT in K-12 were analyzed for the initial assessment of CT-PA...
The aim of this study is to show the relationship between the attitude to new media in the group of future and current teachers and the evaluation of the new e-learning platform. The research problem is closely related to the development... more
The aim of this study is to show the relationship between the attitude to new media in the group of future and current teachers and the evaluation of the new e-learning platform. The research problem is closely related to the development of digitally mediated education. It is the teachers who first experiment and are responsible for implementing new digital solutions in education. The research focuses on the juxtaposition of the motivation factor and evaluation of the new tool - learning environment - SELI (Smart Ecosystem for Learning and Inclusion) platform. The survey was conducted in Poland - Pedagogical University of Krakow in May-July 2020 on a sample of 226 people, mixing students (83.3%) and active teachers (16.7%) raising their professional qualifications. On the basis of the collected data, it was noted that: 1) positive attitude to media in one area of use, e.g. private is linear with positive attitude in another area, e.g. professional 2) attitude to new media is constant and does not change under the influence of testing new educational environments 3) the vast majority of teachers and future educators positively assess the use of ICT in education 4) only about 25% have mixed opinions about increasing motivation and involvement of students under the influence of ICT.

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The convergence of Wi-Fi technologies and mobile devices present prospects to design and implement applications that will support learning on the move. Mobile learning (m-learning) is the study and practice of using mobile devices, such... more
The convergence of Wi-Fi technologies and mobile devices present prospects to design and implement applications that will support learning on the move. Mobile learning (m-learning) is the study and practice of using mobile devices, such as smart phones, mobile phones, tablets, PDAs, MP3s and pocket PCs to support learning for anyone, anytime and anywhere. Through well-situated and flexible mobile devices and network infrastructure, researchers and developers endeavor to offer users with new learning applications and services. We have applied the design research (DR) approach in the course of developing m-learning application, MobileEdu, for computing education in Nigerian higher education context. The application is intended to facilitate the learning of computer science courses on mobile devices, support ubiquitous, collaborative, and social learning for undergraduate students. Moreover, the application eases access to learning resources. In this article we present the analysis, design and implementation activities related to the development of the first MobileEdu prototype. The research also deliberated on the characteristics and scope of the adherence of MobileEdu to the traits and ideas of DR.
Research Interests:
The paper is a brief overview of the possibilities of using new, ICT-based teaching solutions. It presents the positive results of integrating flipped learning, digital story telling methods into the learning and teaching process. The... more
The paper is a brief overview of the possibilities of using new, ICT-based teaching solutions. It presents the positive results of integrating flipped learning, digital story telling methods into the learning and teaching process. The text refers to the latest solutions from the border areas of media pedagogy, adult education and ICT. It was written as part of the international project Smart Ecosystem for Learning and Inclusion.
This paper investigates the impact of puzzle-based learning technique (PbLT) for teaching introductory programming in the context of Nigeria. The participants in the study were computer science students at Usmanu Danfodiyo University,... more
This paper investigates the impact of puzzle-based learning technique (PbLT) for teaching introductory programming in the context of Nigeria. The participants in the study were computer science students at Usmanu Danfodiyo University, Sokoto, Nigeria. The study adopted the quantitative research method using simple descriptive statistics to analyze the data collected. The study shows that PbLT has positive impact on the students' understanding of introductory programming. In addition, the students confirmed that MobileEdu-Puzzle learning application was supportive and easy to use. Nonetheless, the result revealed that information technology infrastructure especially internet connectivity is a major challenge that may hinder the use of mobile learning technologies such as MobileEdu-puzzle. The overall outcome shows that PbLT holds a lot of promise towards enhancing students learning experiences.
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971... more
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus databases to conduct the bibliometric analysis. Furthermore, content analysis was conducted on 39 articles that met the inclusion criteria. This study demonstrates that VR research for CS education was faring well around 2011 but witnessed low production output between the years 2013 and 2016. However, scholars have increased their contribution in this field recently, starting from the year 2017. This study also revealed prolific scholars contributing to the field. It provides insightful information regarding research hotspots in VR that have emerged recently, which can be further explored to enhance CS education. In addition, the quantitative method remains the most preferred research method, while the questionnaire was the most used data collection technique. Moreover, descriptive analysis was primarily used in studies on VR in CS education. The study concludes that even though scholars are leveraging VR to advance CS education, more effort needs to be made by stakeholders across countries and institutions. In addition, a more rigorous methodological approach needs to be employed in future studies to provide more evidence-based research output. Our future study would investigate the pedagogy, content, and context of studies on VR in CS education
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