Distant Learning during Covid-19 Epidemic

L. Rothkrantz
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Abstract

During the academic year 2020-2021 Universities in the Netherlands were closed because of the COVID-19 pandemic. All real life lectures were replaced by distant learning. It was expected that during the academic year new innovative ways of digital teaching-learning have been developed. But it proved that most teachers used classical web-lectures to teach their classes. Even though students have access to learning material any time and any place, current tools for e-learning still have their limitations. The main shortcoming, compared to real life learning is the limited opportunity for human like interaction between student, teacher and material. Another problem is that web-lectures are self-paced programs, offered asynchronously. They allow students to take the course anytime, anywhere. This is an advantage for some students, but others miss the self-control to take and complete courses. They miss the social control of peer students and teachers. It proves that about 25% of students of Universities in the Netherlands suffer from burnout symptoms at the end of the academic year. These students suffered from feelings of loneliness, unhappiness, stress, nervousness, having a negative effect on their well-being sometimes resulting in a burn-out or depression. In this paper we report about a MOOC based on serious gaming technology, stimulating interaction and cooperation between participants.
Covid-19流行期间的远程学习
在2020-2021学年期间,荷兰的大学因COVID-19大流行而关闭。所有现实生活中的讲座都被远程学习所取代。预计在本学年中,数字化教学的创新方式已经开发出来。但事实证明,大多数教师使用经典的网络讲座来授课。尽管学生可以随时随地访问学习材料,但目前的电子学习工具仍有其局限性。与现实生活中的学习相比,它的主要缺点是学生、老师和材料之间的互动机会有限。另一个问题是网络讲座是自定进度的课程,异步提供。他们允许学生在任何时间、任何地点上课。这对一些学生来说是一个优势,但另一些学生却缺乏自制力来学习和完成课程。他们想念同学和老师的社会控制。研究证明,在荷兰,大约25%的大学学生在学年结束时出现倦怠症状。这些学生感到孤独、不快乐、压力、紧张,对他们的健康产生负面影响,有时会导致倦怠或抑郁。在本文中,我们报道了一种基于严肃游戏技术的MOOC,刺激参与者之间的互动和合作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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