Abstract
The aim of the “Puzzles for Nomad” project is to improve the system of education by filling gaps in job seekers’ competencies in an informal way (incidental learning). That would enable graduates, especially of humanities, to adjust their skills to the needs of the modern workplace using an innovation teaching method based on puzzles (puzzle learning). The first stage of the project was to create and test a mobile prototype.
The distinctive, innovative features of our system are:
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puzzle learning – course contents follow the chosen methodology by integrating problem-based learning with the presentation (Presentation Practice Performance) methods, ensuring high levels of interaction with the user. The didactic process is carried in pre-planned stages or according to scenarios;
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learning outcomes ascribed to each stage, content is broken into stages of the learning process in accordance with the methodological approach;
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monitoring, testing, methodology and course organization are relevant to the pre-defined learning outcomes – we developed a procedure and a special qualifying questionnaire to check whether the expected learning objectives can be achieved and verified using our system of incidental learning;
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verification of the final product – a course developed by an expert is subject to review with respect to the criteria outlined in the correctness questionnaire at the methodological and technical levels;
All the elements described above form an adaptive system for incidental learning, which is innovative not only with regard to the problem it tackles (mechanisms for the adaptation of informal education to the current job market) but also forms of learner support (distance learning with the use of mobile devices adjusted to the needs and skills of learners), and target groups (learners and content providers, corporate users).
The system was based on the pilot course, a series of studies into the needs and opinions of users, and usability studies. These actions ensured high quality of user interface ergonomics in line with the rules of Human-Computer Interaction. Both the process of entering courses into the system and its use by students have been subject to in-depth usability tests.
The proposed system functionalities and the results of research, as well as the developed methodology, can be used to create similar m-learning systems.
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Szklanny, K., Wichrowski, M. (2014). Prototyping M-Learning Course on the Basis of Puzzle Learning Methodology. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration. LCT 2014. Lecture Notes in Computer Science, vol 8524. Springer, Cham. https://doi.org/10.1007/978-3-319-07485-6_22
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