Abstract. E-learning technologies have developed greatly in recent years, with considerable success, which has suggested extending distance education to other mediums. This paper studies the possibilities of Interactive Digital TV to provide educational services (t-learning) and analyzes the support offered by the Multimedia Home Platform standard (MHP). We also present an approach to developing interactive t-learning courses and a tool, based on public and well-known technologies, that implements our proposal over the MHP technological framework. Our approach is remarkable for being flexible, extensible and easy to integrate with existing standards for the management of learning content, thus promoting interoperability and content reuse. In addition, applications can be developed with no need of programming knowledge. This is essential to free designers from technological details, so that they can concentrate on the broadcast contents, their sequence, interrelations and every aspect that makes up a value-added application.
Software development processes are inherently complex and require the collaboration and coordination of expert teams. The acquisition of both analysis and design competences as well as social skills should thus be the leitmotiv of courses devoted to software engineering learning. However, these aspects are often ignored and excessive importance is attached to the implementation stage. The learning framework described in this article was designed to teach students these competences and skills by means of an immersive learning experience where, working in a team, each student has to play the role of a software developer and address problems linked to requirements specification, design, and the software development process as a whole. Collaborative strategies of this kind have proven to be very successful in active learning processes, to which we have added continuous assessment mechanisms based on rubrics to provide early feedback to students. Additionally, and taking into account the characteristics of the new European Space for Higher Education, we have designed an online personal learning environment (PLE) that facilitates anytime-anywhere communications and provides a suitable social space for the exchange of information, which is crucial to the success of any teamwork effort. More specifically, we propose a learning activity based on Web 2.0 services and adapted to this particular PLE. ß
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