Nowadays, the use of Web based Education (WbE) in distance learning education is considered to be an innovative method of learning. Supportive parties argue that WbE renews the educational practice through the use of computers and their applied methodology, as well as the technologies provided by the use of the internet. These result in consciously renewing the educational material and in creating a flexible structure which promotes the individualization of learning. The proposed model aims at delivering technological classes through the internet, offering a flexible use of means and tools, allowing a synthetic presentation of selected bibliographic texts that cover the whole cognitional object, developing a cooperative spirit and individualising the learning procedure
Qualitative upgrading of the educational process at university level marine education depends largely on the instructive value of the trainers' educational software. Marine education software has developed out of a certain initial implementation in an equivalent manner to which the programs of practice and training have been applied in cases of simulations and programming environments. In most cases, educational software categories have developed without taking into consideration any special pedagogical theory. The present project concerns the educational evaluation of a Norcontrol PPT 2000 engine room simulator, in terms of the trainees' pedagogical treatment by the simulator itself. Evaluation results show the pedagogical suitability of the educational system and the important potentialities it offers, as well as the scopes of its pedagogical development. The above data are very important for the improvement of the offered education and development of the trainee's abilities and skills, with the ultimate purpose of creating more and more educated marine engineers in the Greek merchant fleet.
IntroductionSTCW '95 educational model, used for the education of apprentice marine engineers, determines three levels of capacity: management, operation, and support. Each level of dexterity implies the total objectives of learning, the determination of objectives being the main point of organizing engineers' marine education. The point is that the most complex dexterities also include the simplest ones. This hierarchical increase of levels of capacity places a heavy responsibility on the designer of the line of courses and the simulator trainer. The exercise of simulation should aim at achieving particular capacities, which have been built during the previous stage of training and knowledge acquisition.
The evaluation with the use of neuroscience methods and tools of a student's satisfactionhappiness from using the e-learning system (e-learning platforms, e-games, simulators) poses an important research subject matter. In the present paper, it is presented a research on course conducted in the Marine Training Centre of Piraeus. In particular, this research with the use of a neuroscience tools-gaze tracker and voice recording (lexical analysis), investigates the amount of satisfaction of the students using Engine room simulator (ERS 5L90MCL11, Kongsberg 2003 AS) by monitoring the users' eye movement and speech in combination with the use of qualitative and quantitative methods. The ultimate goal of this research is to find and test the critical factors that influence the educational practice and usability of e-learning marine systems and the ability to conduct full-time system control by the marine crew.
The paper argues for the necessity of a combination MMR methods (questionnaire, interview) and sentiment/opinion techniques to personal satisfaction analysis at the maritime and training education and proposes a generic, but practical research approach for this purpose. The proposed approach concerns the personal satisfaction evaluation of Engine Room simulator systems and combines the speech recording (sentiment/opinion analysis) for measuring emotional user responses with usability testing (SUS tool). The experimental procedure presented here is a primary effort to research the emotion analysis (satisfaction) of the users-students in Engine Room Simulators. Finally, the ultimate goal of this research is to find and test the critical factors that influence the educational practice and user's satisfaction of Engine Room Simulator Systems and the ability to conduct full-time system control by the marine crew. http://www.transnav.eu the International Journal on Marine Navigation and Safety of Sea Transportation Volume 8 Number 4
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