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1.
Psychological factors and mechanisms of digital learning
Maša Černelič Bizjak, Sabina Ličen, 2025, independent scientific component part or a chapter in a monograph

Abstract: The digital environment is different from natural and social environments. Technologies are evolving to support new methods of collaborative learning and interaction. A key challenge is to ensure that technology-enhanced education is effective and creates a supportive environment for students. This requires considering adaptive motivations, emotions, and psychological factors such as intrinsic motivation, cognitive load and self-regulation, all which influence student engagement and success in digital learning. This chapter provides an overview of literature on psychological processes important in digital learning. Factors such as motivation, cognitive management, and self-regulation shape student performance in these environments. The psychology of digital learning explores the cognitive, emotional, and social dimensions of education in the digital age. Research aims to optimize these environments for better learning outcomes. Understanding these psychological elements is essential for educators to create more effective, engaging, and enjoyable digital learning experiences, though the field is still developing, and many aspects remain to be explored.
Keywords: digital learning, intrinsic motivation, cognitive load, self-regulation, technology-enhanced education
Published in RUP: 19.12.2025; Views: 195; Downloads: 3
.pdf Full text (161,71 KB)

2.
Evaluating the digital transformation in healthsciences education : a thematic analysisof higher education teachers’ perspectives
Mirko Prosen, Sabina Ličen, 2025, original scientific article

Abstract: The rapid shift to digital-based education has profoundly influenced pedagogical approaches in health scienceshigher education. This transformation has prompted a critical re-evaluation of digital pedagogy to improve learningeffectiveness and adapt to emerging educational realities. This study explored the perspectives of health sciencesteachers on digital pedagogy in higher education, with a specific focus on their adaptation to and perception ofintegrating digital technologies in pedagogical processes. A qualitative research design utilizing thematic analysiswas employed. The study involved twenty health sciences teachers in higher education institutions through fourfocus group sessions. Data were analysed using thematic analysis. Three main themes were identified: (1) Digitaltransformation in education, (2) Educational efficacy and evolution, and (3) Overcoming barriers and embracingopportunities. These themes have shown that the introduction of technology is closely linked to pedagogicalinnovation, as digital tools have transformed educational practise by enabling more interactive, flexible and learner-centred approaches. Additionally, they highlighted the challenges of integrating new technologies into existingeducational frameworks. Digital pedagogy in health sciences education remains a dynamic field that demandscontinuous adaptation and development. To effectively integrate digital tools, teachers need robust supportthrough professional development. This support is essential for creating engaging, inclusive, and effective learningenvironments. Addressing technological disparities and enhancing digital literacy are critical for fully harnessing thepotential of digital education.
Keywords: e-learning, didactics, health sciences education, technology-enhanced learning, professional development
Published in RUP: 08.06.2025; Views: 890; Downloads: 10
URL Link to file

3.
Contextually enriched competence model in the field of sustainable manufacturing for simulation style technology enhanced learning environments
Gregor Cerinšek, Sobah Abbas Petersen, Tuija Heikura, 2011, original scientific article

Abstract: In order to remain competitive, engineers need to acquire competences necessary to attain the sustainability objectives that are emerging in the manufacturing industry. The training of current and future engineers needs to achieve two criteria: the learners need to be able to apply the learning into complex, life-like situations and the learning outcomes need to be achieved rapidly. Competence-based and technology-enhanced learning (TEL) in general and serious games and simulations in particular have recently attracted a great deal of attention as they have the potential to deliver on both accounts. Designing learning content for simulation style competence-based TEL environments places special demands on competence modelling. Competences are traditionally defined and modelled using internal-to-individual factors such as knowledge, skills and attitudes. However, designing simulation style competence-based TEL environments, such as serious games, cannot be based solely on these factors. In work situations competences are performed neither in solitude nor isolation. Contextual factors such as organization processes, laws and norms, the market and available technologies significantly influence competence performance. As the simulations in question need to be life-like constructions ofwork situations the role of contextual factors is heightened. In addition, the content area of sustainable manufacturing is novel, which adds to the challenge. The two main innovative contributions that are presented in this paper are: (1) an enhanced competence modelling methodology which aids in identifying and structuring relevant contextual factors that have an impact on the performance of the competences in question, and (2) the output of applying this methodology, i.e. a contextually enriched competence model in the field of sustainable manufacturing that can be used to facilitate the design of the TEL content for serious games and simulations. The work presented in the paper is a part of the European Seventh Framework Programme Integrated Project TARGET, the main aim of which is to develop a new genre of TEL environments that can be effectively used in engineering education to support future engineersʼ rapid competence development in the field of sustainable manufacturing.
Keywords: sustainable manufacturing, engineering education, technology enhanced learning, serious games, TARGET, contextually enruched competence model, systems/holistic thinking
Published in RUP: 15.10.2013; Views: 4997; Downloads: 110
URL Link to full text

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