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Browsing by Author "Manatunga, K"

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    PublicationEmbargo
    Collaborative Learning Designs using PyramidApp
    (BEYOND COMPETENCIES: NEW CHALLENGES IN A DIGITAL SOCIETY, 2021-09-22) Amarasinghe, I; Hernández-Leo, D; Manatunga, K; Beardsley, M; Garcia, J.B; Llach, M. C; Chacón-Pérez, J; Jimenez-Morales, M; Santos, D. L; Pastor, S. L; Moreno, J. M; Rodriguez, P. S; Vujovic, M
    Designing effective collaborative learning activities for classroom is challenging. The PyramidAppis a tool that facilitates the implementation of the Pyramid pattern, shaping a collaboration structure that promotes the participation of all students and fruitful social interactions. This paper shows how this educational strategy can be applied to different types of tasks and subject matters, shedding light about how computersupported collaborative learning can be incorporated in the classroom.
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    PublicationOpen Access
    Collaborative learning designs using PyramidApp: computer supported collaborative learning in classroom sessions
    (CIDUI Congrés Internacional de Docència Universitària i Innovació, 2021) Amarasinghe, I; Hernández Leo, D; Manatunga, K; Beardsley, M; Garcia, J. B; Carrió, M; Pérez, J. C; Santos, D. L; Pastor, S. L; Moreno, J. M; Rodríguez, P. S; Vujovic, M
    Designing effective collaborative learning activities for classroom is challenging. The PyramidAppis a tool that facilitates the implementation of the Pyramid pattern, shaping a collaboration structure that promotes the participation of all students and fruitful social interactions. This paper shows how this educational strategy can be applied to different types of tasks and subject matters, shedding light about how computersupported collaborative learning can be incorporated in the classroom.
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    Group-based mobile learning: Do group size and sharing mobile devices matter?
    (Pergamon, 2015-03-01) Melero, J; Hernández-Leo, D; Manatunga, K
    Within the field of Game-based Learning (GBL) location-based games are based on pervasive and mobile learning to allow the creation of in situ learning activities considering gamification mechanisms. In these learning activities collaboration often plays an important role. Usually, groups of students have to perform different tasks with single mobile device. This paper studies the effects of sharing a mobile device within groups and the size of groups in students’ engagement and their activity performance in an indoor location-based learning activity. In particular, the paper focuses on a game designed by a secondary education teacher to support a learning activity in a contemporary art museum. The teacher’s design has been implemented using “QuesTInSitu: The Game” technology. A total of 76 students played the game during a 3-h activity in the museum. The analysis of the data shows that while there are not important differences in the satisfaction with the activity of the students carrying and not carrying the mobile device within their groups, carrying the device does have a significant (positive) impact in their performance. Group size (4 vs. 5 members) does not seem to be a variable affecting individuals’ performance but students in 4-member groups express higher levels of engagement.

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