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Related Concept Videos

Introduction to Learning01:18

Introduction to Learning

751
Learning is the process of acquiring knowledge or skills through practice or experience, leading to long-lasting behavioral changes. This acquisition occurs through interaction with the environment and requires practice or experience. For instance, mastering a skill such as surfing requires considerable practice and experience, highlighting the essential role of repeated interactions with the environment in learning.
In contrast to learned behaviors, unlearned behaviors such as crying, sexual...
751
Cognitive Learning01:21

Cognitive Learning

896
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
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Observational Learning01:12

Observational Learning

697
Albert Bandura's observational learning, also known as imitation or modeling, occurs when a person observes and imitates another's behavior. It is a quicker process than operant conditioning. A well-known example is the Bobo doll study, where children who saw an adult acting aggressively towards the doll were more likely to act aggressively when left alone, compared to those who observed a nonaggressive adult. Many psychologists view observational learning as a form of latent learning...
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Purposive Learning01:22

Purposive Learning

329
E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a...
329
Associative Learning01:27

Associative Learning

948
Associative learning is a fundamental concept in behavioral psychology, wherein a connection is established between two stimuli or events, leading to a learned response. This process is critical in understanding how behaviors are acquired and modified. Conditioning, the mechanism through which associations are formed, can be divided into two main types: classical conditioning and operant conditioning, each elucidating different aspects of associative learning.
Classical conditioning, also known...
948
Learning Disabilities01:25

Learning Disabilities

466
Learning disabilities are cognitive disorders caused by neurological impairments that affect cognitive functions like language and reading, without indicating overall intellectual or developmental challenges. These disabilities differ from global intellectual or developmental disabilities as they are limited to distinct cognitive functions. Common learning disabilities include dysgraphia, dyslexia, and dyscalculia, each of which impacts unique aspects of learning.
Dyslexia
Dyslexia is a...
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Project-Based Learning Guidelines for Health Sciences Students: An Analysis with Data Mining and Qualitative Techniques
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QLearn: Towards a framework for smart learning environments.

Camelia Şerban1, Lungu Ioan1

  • 1Faculty of Mathematics and Computer Science, Babeş-Bolyai University 1, M. Kogalniceanu Street, 400084, Cluj-Napoca, Romania.

Procedia Computer Science
|October 12, 2020
PubMed
Summary
This summary is machine-generated.

QLearn is a smart e-learning platform that centers the learner and uses AI to provide personalized feedback and predict exam outcomes. This collaborative tool enhances knowledge transfer and exam preparation for students in higher education.

Keywords:
Active learning methodsArtificial IntelligenceCollaborationE-learningGamificationSmart learning environment

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Area of Science:

  • Educational Technology
  • Artificial Intelligence in Education
  • Computer-Assisted Instruction

Background:

  • The evolution of educational paradigms emphasizes learner-centric approaches.
  • Technological advancements and remote learning necessitate innovative e-learning solutions.
  • Smart learning environments are crucial for adapting to new educational demands.

Purpose of the Study:

  • To introduce a novel collaborative learning design.
  • To present QLearn, an e-learning platform supporting this design.
  • To enhance formative and summative assessment in higher education.

Main Methods:

  • Development of QLearn, a web-based e-learning platform.
  • Integration of student-generated quizzes for collaborative content creation.
  • Implementation of AI for analyzing student performance metrics.
  • Utilizing AI for personalized feedback, topic identification, and learning plan recommendations.

Main Results:

  • QLearn provides a smart learning environment with valuable student feedback.
  • The platform quantifies syllabus coverage and knowledge comprehension.
  • AI component successfully predicts student exam outcomes.
  • Identifies areas needing further practice and recommends tailored learning paths.

Conclusions:

  • The proposed collaborative learning design, supported by QLearn, fosters efficient knowledge transfer.
  • QLearn serves as an effective tool for formative and summative assessment.
  • The platform enhances student preparation for exams through AI-driven insights.