ENHANCED AND PERSONALIZED LEARNING EXPERIENCE IN DIGITAL LIBRARIES

被引:0
|
作者
Paneva-Marinova, Desislava [1 ]
Goynov, Maxim [1 ]
Pavlov, Radoslav [1 ]
机构
[1] Bulgarian Acad Sci, Inst Math & Informat, Sofia, Bulgaria
来源
10TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2017) | 2017年
关键词
Digital cultural ecosystems; digital library; engaged learner; creative thinking; learning analysis; learning-by-doing; learning-by-authoring; learning game; learning service; learning corner; USABILITY; GAMES;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The technology evolution of the modern age transformed the traditional libraries into digital ones which arose the need of efficient serve of the huge amount of information that now exists in the form of digitized content, as well as the provisioning of new workable applications (incl. e-learning, e-research, etc.). The focus of this paper is on the search of innovations especially in areas and subareas relevant to digital library data creative use/re-use and remix, reinterpretation, study, analysis, personalization, intelligent curation, adaptation, innovative tools for better access and exploiting of the rich and diverse digital cultural heritage in a sustainable way. The paper presents solutions for personalized observation and enhanced learning experience in digital libraries by special smart educational nooks. Main factors, related to the DLs user experience and content usability issues are considered. During the user experience design, the users' needs, goals, preferences, and interests have been carefully studied and have become the starting point for the new DLs functionality development. Special attention is paid on the paradigm of modern educational games, providing the learners with a form of fun, motivating learning goals, high interactivity, and active immersion in the virtual learning world. The paper demonstrates several educational components, such as learning modules in a digital library for fashion objects, a smart learning corner in an iconographical art digital library, an ontology of learning analysis method and some educational games for art and culture, in which authors are co-developers.
引用
收藏
页码:1941 / 1950
页数:10
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