Related papers: Enriching Information Technology Course Materials …
This paper describes a system developed to help University students get more from their online lectures, tutorials, laboratory and other live sessions. We do this by logging their attention levels on their laptops during live Zoom sessions…
The Covid-19 pandemic outbreak has forced all courses to be carried out online, but only a few truly fulfill student expectations. This study aims to explain the characteristics of enjoyable online learning based on the platform, the…
The increasing amount of online videos brings several opportunities for training self-supervised neural networks. The creation of large scale datasets of videos such as the YouTube-8M allows us to deal with this large amount of data in…
The virtual learning in University Education is the learning which is presented by set of integrated information and pedagogical technologies, in a process of interaction between subjects and objects as the virtual educational resources.…
The pedagogy of teaching and learning has changed with the proliferation of communication technology and it is necessary to develop interactive learning materials for children that may improve their learning, catching, and memorizing…
Each student has specific characteristics and learning preferences, that reflect on each type of learning environment, online or face-to-face. Understanding these differences is crucial for educators to create learning environments that can…
The objective of this study is to determine Education in the Digital World from the lens of millennial learners. This also identifies the cybergogical implications of the issue with digital education as seen through the lens of the outlier.…
Lecture videos are an increasingly important learning resource for higher education. However, the challenge of quickly finding the content of interest in a lecture video is an important limitation of this format. This paper introduces…
The Internet has become an essential part of children's and adolescents' daily life. Social media platforms are used as educational and entertainment resources on daily bases by young users, leading enormous efforts to ensure their safety…
The growth of smartphone users globally is a factor that educational technologists should not ignore. This ever-growing market will eventually lead to ubiquitous learning (u-learning). The development of specific content should be replaced…
The article deals with the problems of information and communication technologies (ICT) development in teaching mathematics of engineering specialities students in the United States. In the article the nature of trends of convergence of…
Hundreds of millions of people learn something new online every day. Simultaneously, the study of online education has blossomed within the human computer interaction community, with new systems, experiments, and observations creating and…
The study explores whether the use of Twitter in Massive Open Online Courses (MOOCs) promotes the interaction among learners. The social network analysis shows that instructors still play a very central role in the social media…
Research using YouTube data often explores social and semantic dimensions of channels and videos. Typically, analyses rely on laborious manual annotation of content and content creators, often found by low-recall methods such as keyword…
In todays world, the internet affects every aspect of human life; it has caused changes in corporate websites as well as in many other areas. Corporate websites should be more dynamic, more interactive, and more compatible with new…
Conspiracy theories are widely propagated on social media. Among various social media services, YouTube is one of the most influential sources of news and entertainment. This paper seeks to develop a dataset, YOUNICON, to enable researchers…
The advent of Large Language Models (LLMs) and Artificial Intelligence (AI) tools has revolutionized various facets of our lives, particularly in the realm of social media. For students, these advancements have unlocked unprecedented…
Metaverse has evolved as one of the popular research agendas that let the users learn, socialize, and collaborate in a networked 3D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with…
This paper analyses the feasibility of including emerging IT-topics into secondary education (K9-12). We developed a class on Blockchain for K9-12 students which delivers relevant content but is also indented to motivate them to further…
In this article, we have proposed an educational learning material model using 360-degree environment on web-based platform by personalizing the learning environment as per user surf the web. Virtual Machinery Workshop allow an illusionary…