During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential factors in order to render modern communication devices such as mobile phones and tablets suitable for learning in schools, taking into consideration possible advantages or disadvantages. In the case that students use mobile devices during learning procedure, a shortage of suitable content as well as adequate integration of educational and edutainment systems employing gamification techniques within the school framework. These factors are considered to be sufficient enough to strengthen and improve learning experience and effectiveness.
This paper presents the digital tools, online platform and methodology created during the implementation of BYZART, a European co-funded project for the enrichment of Europeana collections with heritage objects for Byzantine art and archaeology provided by the partners of the project. The creation of the platform and its usability are thoroughly described as well as the importance of such tools for the preservation and promotion of world cultural heritage. Also, the paper discusses the adaptation of the methodology to other projects, for the engagement of communities in the field of heritage datafication, and we demonstrate how existing content can be re-used by “meta-creators” to develop new content, applications and presentation paradigms.
During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential factors in order to render modern communication devices such as mobile phones and tablets suitable for learning in schools, taking into consideration possible advantages or disadvantages. In the case that students use mobile devices during learning procedure, a shortage of suitable content as well as adequate integration of educational and edutainment systems employing gamification techniques within the school framework. These factors are considered to be sufficient enough to strengthen and improve learning experience and effectiveness.
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