For Coll (Coll et al., 2007), ICTs reveal their greatest mediating capacity as "psychological instruments" when they are actually used as "cognitive instruments" (Lajoie et al., 1998; Lajoie, 2000; Lajoie & Azevedo, 2006; Salomón et al., 1991) or "tools of the mind" (Jonassen, 1996, 2000), i.e., when they are used so that the student has to establish meaningful connections with the content being studied. However, ICTs are not cognitive tools in themselves. Rather, they are technological tools which, due to the properties of the environments that they make it possible to create, can be used to organize and structure the

In this vein, we believe that ICTs are currently stimulating the emergence of new approaches to the organization of education in the European Higher Education Area

directing effort to studying how ICTs are transforming teaching practices.

2003), facilitating the implementation of innovations.

processes involved in teaching and learning.

(EHEA) from the standpoints of both research and teaching. For example, one of the most significant current initiatives being developed in almost all areas of study is that of virtual learning platforms or e-learning. To properly implement the teaching process in these new learning environments, one must have appropriate educational materials available that can serve as the fundamental support for the new methods of teaching and learning. These materials themselves can be developed and shared through ICTs.

The work to be presented is centred on the subject of Optoelectronics, a subject that we teach in the second cycle of the degree in Electronics Engineering at the School of Industrial Engineering of the University of Extremadura (Spain). The overall objective was to create educational tools for university education in optoelectronics designed for application on elearning platforms. Within this overall objective, our aim was to design, prepare, validate, and apply teaching materials from a conceptual, experimental, and didactic perspective.

Figure 1 is a concept map that summarizes the core of this work: the use of ICTs to design and create teaching tools that can be implemented together in the form of a virtual laboratory. With the design and development of such virtual laboratories, students have a system available with which to carry out a study analogous to what could be done with a real system. This has allowed university laboratories to go beyond the physical limits imposed by the traditional means available to them in teaching certain subjects (Aktan et al., 1996; Calvo et al., 2009; Candelas et al., 2004; Domínguez et al., 2005; Dormido, 2004; Guzmán et al., 2005; Laschi & Riccioni, 2008; Riccioni 2010; Salzmann et al., 2000; Yanitelli, 2011).

Specifically, as shown in Figure 1, in the present work:

The originality of our work is that it combines the "hard" science part (such as the study of optical fibres or of the software with which to perform hyper-realistic simulations) with techniques of structuring and organizing information (a part which is more typical of other disciplines closer to the social sciences). The methodology employed in this work is based on the Theory of Meaningful Learning (Ausubel, 1968, 2002) and the Elaboration Theory of Instruction (Reigeluth, 1983) with the modifications put forward by our research group (Pérez et al., 1999, 2004). These theories have guided us in how we design, elaborate, and put into practice a learning process characterized by the use of the new technologies. In section 2 we make our proposal on the theoretical framework used to develop new educational materials that employ ICTs. Subsequently, in Sections 3, 4 and 5 we use this proposal on the development of simulations, instructional videos and concept maps. Finally, in the concluding section we show the results of the application in the classroom of these new educational materials developed, and provide a summary of future work.

ICTs and Their Applications in Education 173

the students with the appropriate educational tools for these cognitive demands. The cognitive tools that are included in these e-learning or b-learning environments are ICT instruments, aimed at facilitating our students' acquisition of knowledge. Examples are materials used to display, represent, and organize content, fostering the effective transfer of

We have developed various types of educational tools. Some are used to better represent the hierarchy of the content, or the problem or experiment being dealt with in class (e.g., concept maps). A second group help to change the student's mindset by presenting a given physical phenomenon in different situations (for example, as traditional computer simulations and as hyper-realistic simulations). Others (e.g., virtual laboratories, explanatory instructional videos, video-tutorials, etc.) can help bring together in one place the information needed to solve a problem, do some given laboratory practical, or study a particular subject. According to Jonassen (as cited in Reigeluth, 1983), educational tools should be appropriate to the student's learning process, and have to be carefully selected to

In teaching science (and physics in particular) as also in other disciplines, ICTs are commonly used to search for and communicate information, or to prepare teaching materials. Beyond this common usage, however, other resources offered by ICTs have proved helpful for science education. For example, Sims (Sims, 2000) notes that interactivity in e-learning is already accepted as implying a certain level of effectiveness and a guarantee of learning. Indeed, this assertion has been basic for us at the time of designing and

The use of ICTs in a cognitive-constructivist approach to education is the key to a more active, contextualized, authentic, and constructive learning process (Finol de Govea, 2007). Their use in simulating reality can facilitate meaningful learning by bringing the student

We consider that it is necessary in the teaching process to transform information into knowledge, e.g., through concept maps. This process requires the content to be selected, structured, and organized, which can be accomplished through virtual learning

Computers today play an important role in acquiring and applying scientific knowledge, thus facilitating science learning. Specifically, to speak of ICTs in teaching or learning demands that particular emphasis be placed on the means and resources needed for the activities, content, and educational objectives of any given topic. It is essential to consider carefully the type of materials that we shall use in our teaching practice to ensure its suitability for the transmission of the information contained in the topic, and its capacity to stimulate the students' mental activity and to connect to their cognitive characteristics. Thus, in an essentially practical science subject such as optoelectronics, we consider that experimental work is an integral part of its character, so that one needs to implement educational materials that can meet these procedural objectives. For that, we have developed virtual laboratories and instructional videos of laboratory practicals which have provided students and teachers with new teaching models with which they can carry out laboratory experiments in virtual environments. From the perspective of teaching a scientific discipline, we therefore consider it necessary to design and elaborate learning situations in which laboratory practicals receive a specific treatment, and in which ICTs can make a

knowledge between teacher and student and among the students themselves.

support the type of procedure needed for each cognitive task.

implementing our computer simulations.

environments and the use of Internet (Linn, 2002).

significant contribution to the education of students in that area.

and the real world closer together.

Fig. 1. Concept map showing the focus of our research.

#### **2. ICTs: Use in the elaboration of teaching materials for science education**

The teaching materials our research group has elaborated are developed and implemented through ICTs. Theoretically, they are founded on constructivist theories of learning. Each of the educational activities carried out with these materials has specific cognitive demands. Therefore, the learning environment used, such as virtual learning platforms, must provide

Fig. 1. Concept map showing the focus of our research.

**2. ICTs: Use in the elaboration of teaching materials for science education**

The teaching materials our research group has elaborated are developed and implemented through ICTs. Theoretically, they are founded on constructivist theories of learning. Each of the educational activities carried out with these materials has specific cognitive demands. Therefore, the learning environment used, such as virtual learning platforms, must provide the students with the appropriate educational tools for these cognitive demands. The cognitive tools that are included in these e-learning or b-learning environments are ICT instruments, aimed at facilitating our students' acquisition of knowledge. Examples are materials used to display, represent, and organize content, fostering the effective transfer of knowledge between teacher and student and among the students themselves.

We have developed various types of educational tools. Some are used to better represent the hierarchy of the content, or the problem or experiment being dealt with in class (e.g., concept maps). A second group help to change the student's mindset by presenting a given physical phenomenon in different situations (for example, as traditional computer simulations and as hyper-realistic simulations). Others (e.g., virtual laboratories, explanatory instructional videos, video-tutorials, etc.) can help bring together in one place the information needed to solve a problem, do some given laboratory practical, or study a particular subject. According to Jonassen (as cited in Reigeluth, 1983), educational tools should be appropriate to the student's learning process, and have to be carefully selected to support the type of procedure needed for each cognitive task.

In teaching science (and physics in particular) as also in other disciplines, ICTs are commonly used to search for and communicate information, or to prepare teaching materials. Beyond this common usage, however, other resources offered by ICTs have proved helpful for science education. For example, Sims (Sims, 2000) notes that interactivity in e-learning is already accepted as implying a certain level of effectiveness and a guarantee of learning. Indeed, this assertion has been basic for us at the time of designing and implementing our computer simulations.

The use of ICTs in a cognitive-constructivist approach to education is the key to a more active, contextualized, authentic, and constructive learning process (Finol de Govea, 2007). Their use in simulating reality can facilitate meaningful learning by bringing the student and the real world closer together.

We consider that it is necessary in the teaching process to transform information into knowledge, e.g., through concept maps. This process requires the content to be selected, structured, and organized, which can be accomplished through virtual learning environments and the use of Internet (Linn, 2002).

Computers today play an important role in acquiring and applying scientific knowledge, thus facilitating science learning. Specifically, to speak of ICTs in teaching or learning demands that particular emphasis be placed on the means and resources needed for the activities, content, and educational objectives of any given topic. It is essential to consider carefully the type of materials that we shall use in our teaching practice to ensure its suitability for the transmission of the information contained in the topic, and its capacity to stimulate the students' mental activity and to connect to their cognitive characteristics.

Thus, in an essentially practical science subject such as optoelectronics, we consider that experimental work is an integral part of its character, so that one needs to implement educational materials that can meet these procedural objectives. For that, we have developed virtual laboratories and instructional videos of laboratory practicals which have provided students and teachers with new teaching models with which they can carry out laboratory experiments in virtual environments. From the perspective of teaching a scientific discipline, we therefore consider it necessary to design and elaborate learning situations in which laboratory practicals receive a specific treatment, and in which ICTs can make a significant contribution to the education of students in that area.

ICTs and Their Applications in Education 175

process. Some authors (Snir et al., 1995) affirm that, with computer simulations, the learning process is far more efficient and applicable to problems or situations of the real world. Other studies have shown their benefits for cognitive development, skills, conceptual understanding, etc. (Goldberg & Bendall, 1995; Goodyear et al., 1991; Gorsky & Finegold, 1992; Hewson, 1985; Kaput, 1995; Shin et al., 2003; Tao & Gunstone, 1999; Zacharia & Anderson, 2003). Many of these workers have shown that groups of students who have worked with computer simulations learn more successfully (Baily & Finkelstein, 2009; Finkelstein et al., 2005; Zacharia & Anderson, 2003), although other authors argue that the benefits of learning through simulations are ambiguous (Steinberg, 2000), or that the practices carried out in virtual environments are useful as an educational complement, but

The potential educational value of computer simulations in virtual laboratories lies in their ability to reproduce phenomena with varying degrees of complexity, so that they can be adapted to the students' cognitive level, or to attaining some given educational objective. The ability to interact with the software allows students to modify the conditions of the processes involved, and to analyze the changes they observe. This makes simulation an extremely useful tool in experimental work. Indeed, its possibilities of application seem

Our research group has a long experience in the development and use of computer simulations, from analogue simulations of more than 25 years ago before the boom in personal computers (Calvo & Pérez, 1983; Pérez et al., 1979a, 1979b; Pérez & Calvo, 1984), to the digital simulations we are working on now. Despite the repeatedly proven teaching effectiveness of simulations, one of the challenges we constantly have to face in developing a simulation is how to adequately reproduce the phenomenon in question. For example, experiments in virtual spaces offer a new approach to presenting the abstract concepts of a real phenomenon. We have often observed that, in the more applied areas of science, some students have serious difficulties in reliably identifying what they observe in the simulated model with reality. In the more theoretical areas, however, it suffices to present purely abstract constructions such as those provided by traditional computer simulations, while in applied areas it is important to include not only the properties characteristic of the basic

This conflict between the abstract or idealized and the concrete or real has been analyzed by some authors. Goldstone & Son (2005) discusses the trade-off between the advantages of concrete simulations and the benefits of simulations with more idealized models. For Difanzo et al. (1998), a high level of detail by means of realistic representations of objects within the simulation can benefit students in their study of a particular phenomenon by increasing the similarity between the simulation and the real world. Indeed, most research on virtual reality has had the specific purpose of the realistic imitation of real-world phenomena (Grady, 1998). Other authors have argued, however, that relatively simplified and idealized representations are useful for distilling a situation to its essence (Goldstone &

Thus, some authors stress the importance of the simplification of reality involved in simulations, of omitting or changing details, since they find the advantage to lie in focusing the students' attention on the development of certain skills (Alessi & Trollit, 1991; M. Grabe & C. Grabe, 1996). But others, taking a constructivist perspective, value the students' opportunity to perform complex tasks in scenarios that simulate real life (García & Gil, 2006; Lajoie & Azevedo, 2006). In this latter case, the simulations reflect the complexity of the real

cannot replace the real laboratory (Aleksandrov & Nancheva, 2007).

phenomenon, but also a certain degree of reality in the experiment.

limitless.

Sakamoto, 2003).

The goal pursued in the present research was to incorporate some of these learning tools into our teaching programs from a pedagogical perspective, and to validate their effectiveness after using them with our students.

Specifically, we propose a teaching model which is in accordance with the theories of cognitive learning. In particular, the teaching methodology of these theories has guided how we design, elaborate, and put into practice a learning process characterized by the use of the new technologies. Each of the teaching material proposals developed in this research will be described individually in the different sections of this chapter.

#### **3. Computer simulations: ICT tools to facilitate meaningful learning**

ICTs provide teaching tools that are found to be very effective in the learning process based on virtual platforms. In e-learning, virtual laboratories are particularly useful because of the aid they can provide students when they are carrying out practical activities. According to the UNESCO, a virtual laboratory is defined as a workspace for remote collaboration and experimentation aimed at doing research or similar activities, and at reporting and disseminating the results by means of ICTs (UNESCO, 2000). Some authors (Psillos & Niedderer, 2002) indicate that, by coordinating experimentation activities with simulation, the latter can serve as a cognitive bridge between theory and practice. For others (Marqués, 2000), virtual laboratories are virtual learning environments that take advantage of the capabilities offered by ICTs to create a teaching environment that is free from the constraints of time and space in presential education, capable of ensuring ongoing virtual communication between students and teachers.

Virtual laboratories are based on the simulation of real phenomena. They provide learning environments in which students can construct their own meaningful knowledge that is transferable to other phenomena having the same underlying physical principle. In this sense, simulation is a powerful computer tool of widespread use in all sectors of society, and its definition will naturally depend on the field in which it is applied. In our case, we are interested in the field of education, in which such simulation can be defined as a computer program that reproduces a real phenomenon, but in a simplified form designed to provide specific learning situations (Alessi & Trollip, 1991). Computer simulations that allow interaction on the part of the student can constitute effective virtual laboratories in their process of learning. This is principally because the students can study the actual system and investigate its behaviour in response to changes in some of its parameters by making measurements, etc. In this way, students will not be using the simulation mechanically, but will be immersed in a process oriented to producing meaningful learning through the use of virtual laboratories.

In physics teaching specifically, many authors have highlighted the nature of computer simulations as cognitive tools (Bryan & Slough, 2009; Chang et al., 2008; Finkelstein et al., 2005; Landau, 2006; Naps et al., 2003; Ronen & Eliahu, 2000; Trumper, 2003; Zacharia & Anderson, 2003), since their use is highly beneficial for conceptual development and change, and for understanding many physical phenomena in various areas of study, for example, in mechanics (Gorsky & Finegold, 1992; Tao & Gunstone, 1999), optics (Eylon et al., 1996; Goldberg, 1997; Tao, 2004), or across the curriculum in general (Zacharia & Anderson, 2003). However, the integration of simulations into the curriculum requires their effectiveness to be evaluated. Specifically, over the course of the last two decades the positive impact of computer simulations has been documented in different stages of the teaching and learning

The goal pursued in the present research was to incorporate some of these learning tools into our teaching programs from a pedagogical perspective, and to validate their

Specifically, we propose a teaching model which is in accordance with the theories of cognitive learning. In particular, the teaching methodology of these theories has guided how we design, elaborate, and put into practice a learning process characterized by the use of the new technologies. Each of the teaching material proposals developed in this research will be

ICTs provide teaching tools that are found to be very effective in the learning process based on virtual platforms. In e-learning, virtual laboratories are particularly useful because of the aid they can provide students when they are carrying out practical activities. According to the UNESCO, a virtual laboratory is defined as a workspace for remote collaboration and experimentation aimed at doing research or similar activities, and at reporting and disseminating the results by means of ICTs (UNESCO, 2000). Some authors (Psillos & Niedderer, 2002) indicate that, by coordinating experimentation activities with simulation, the latter can serve as a cognitive bridge between theory and practice. For others (Marqués, 2000), virtual laboratories are virtual learning environments that take advantage of the capabilities offered by ICTs to create a teaching environment that is free from the constraints of time and space in presential education, capable of ensuring ongoing virtual

Virtual laboratories are based on the simulation of real phenomena. They provide learning environments in which students can construct their own meaningful knowledge that is transferable to other phenomena having the same underlying physical principle. In this sense, simulation is a powerful computer tool of widespread use in all sectors of society, and its definition will naturally depend on the field in which it is applied. In our case, we are interested in the field of education, in which such simulation can be defined as a computer program that reproduces a real phenomenon, but in a simplified form designed to provide specific learning situations (Alessi & Trollip, 1991). Computer simulations that allow interaction on the part of the student can constitute effective virtual laboratories in their process of learning. This is principally because the students can study the actual system and investigate its behaviour in response to changes in some of its parameters by making measurements, etc. In this way, students will not be using the simulation mechanically, but will be immersed in a process oriented to producing meaningful learning through the use of

In physics teaching specifically, many authors have highlighted the nature of computer simulations as cognitive tools (Bryan & Slough, 2009; Chang et al., 2008; Finkelstein et al., 2005; Landau, 2006; Naps et al., 2003; Ronen & Eliahu, 2000; Trumper, 2003; Zacharia & Anderson, 2003), since their use is highly beneficial for conceptual development and change, and for understanding many physical phenomena in various areas of study, for example, in mechanics (Gorsky & Finegold, 1992; Tao & Gunstone, 1999), optics (Eylon et al., 1996; Goldberg, 1997; Tao, 2004), or across the curriculum in general (Zacharia & Anderson, 2003). However, the integration of simulations into the curriculum requires their effectiveness to be evaluated. Specifically, over the course of the last two decades the positive impact of computer simulations has been documented in different stages of the teaching and learning

**3. Computer simulations: ICT tools to facilitate meaningful learning**

effectiveness after using them with our students.

communication between students and teachers.

virtual laboratories.

described individually in the different sections of this chapter.

process. Some authors (Snir et al., 1995) affirm that, with computer simulations, the learning process is far more efficient and applicable to problems or situations of the real world. Other studies have shown their benefits for cognitive development, skills, conceptual understanding, etc. (Goldberg & Bendall, 1995; Goodyear et al., 1991; Gorsky & Finegold, 1992; Hewson, 1985; Kaput, 1995; Shin et al., 2003; Tao & Gunstone, 1999; Zacharia & Anderson, 2003). Many of these workers have shown that groups of students who have worked with computer simulations learn more successfully (Baily & Finkelstein, 2009; Finkelstein et al., 2005; Zacharia & Anderson, 2003), although other authors argue that the benefits of learning through simulations are ambiguous (Steinberg, 2000), or that the practices carried out in virtual environments are useful as an educational complement, but cannot replace the real laboratory (Aleksandrov & Nancheva, 2007).

The potential educational value of computer simulations in virtual laboratories lies in their ability to reproduce phenomena with varying degrees of complexity, so that they can be adapted to the students' cognitive level, or to attaining some given educational objective. The ability to interact with the software allows students to modify the conditions of the processes involved, and to analyze the changes they observe. This makes simulation an extremely useful tool in experimental work. Indeed, its possibilities of application seem limitless.

Our research group has a long experience in the development and use of computer simulations, from analogue simulations of more than 25 years ago before the boom in personal computers (Calvo & Pérez, 1983; Pérez et al., 1979a, 1979b; Pérez & Calvo, 1984), to the digital simulations we are working on now. Despite the repeatedly proven teaching effectiveness of simulations, one of the challenges we constantly have to face in developing a simulation is how to adequately reproduce the phenomenon in question. For example, experiments in virtual spaces offer a new approach to presenting the abstract concepts of a real phenomenon. We have often observed that, in the more applied areas of science, some students have serious difficulties in reliably identifying what they observe in the simulated model with reality. In the more theoretical areas, however, it suffices to present purely abstract constructions such as those provided by traditional computer simulations, while in applied areas it is important to include not only the properties characteristic of the basic phenomenon, but also a certain degree of reality in the experiment.

This conflict between the abstract or idealized and the concrete or real has been analyzed by some authors. Goldstone & Son (2005) discusses the trade-off between the advantages of concrete simulations and the benefits of simulations with more idealized models. For Difanzo et al. (1998), a high level of detail by means of realistic representations of objects within the simulation can benefit students in their study of a particular phenomenon by increasing the similarity between the simulation and the real world. Indeed, most research on virtual reality has had the specific purpose of the realistic imitation of real-world phenomena (Grady, 1998). Other authors have argued, however, that relatively simplified and idealized representations are useful for distilling a situation to its essence (Goldstone & Sakamoto, 2003).

Thus, some authors stress the importance of the simplification of reality involved in simulations, of omitting or changing details, since they find the advantage to lie in focusing the students' attention on the development of certain skills (Alessi & Trollit, 1991; M. Grabe & C. Grabe, 1996). But others, taking a constructivist perspective, value the students' opportunity to perform complex tasks in scenarios that simulate real life (García & Gil, 2006; Lajoie & Azevedo, 2006). In this latter case, the simulations reflect the complexity of the real

ICTs and Their Applications in Education 177

The introduction of new virtual platforms with innovative teaching resources into the teaching of experimental sciences is one of the most interesting approaches to teaching today. There are already a great many resources in the fields of engineering education which are related to virtual or remote laboratories (Aktan et al., 1996; Calvo et al., 2009; Candelas et al., 2004; Domínguez et al., 2005; Dormido, 2004; Guzmán et al., 2005; Laschi &

One concern among teachers of all educational levels, including the university level, is to improve education from both a conceptual and a practical point of view. In this line, one of the objectives of the present work has been to organize and elaborate teaching materials designed for both theoretical classes and laboratory practicals, which will motivate the

Today, there is increased use of ICTs in teaching scientific and technical subjects, due to the large amount of educational resources that can be elaborated from them. Among these teaching resources, we have noted above the great interest in the use of virtual laboratories, especially in scientific fields such as engineering. Laboratory practicals are a vital educational resource in teaching experimental and technical disciplines, allowing the student to check the degree of assimilation of the theoretical content. However, practical classes sometimes involve a degree of difficulty for students in terms of understanding the experiment. These difficulties may refer either to the physical foundations of the specific

This work proposed the introduction of ICTs to improve not only the theoretical classes with concept maps or computer simulations, but also laboratory practicals through the design of audiovisual teaching materials dealing with the physical fundamentals and the development of the experiments. Particularly worthy of note among the various means of supporting practical teaching in the laboratory is the use of instructional videos. One can present in them the most interesting and significant aspects of the laboratory practice, adding animations and a multitude of multimedia resources to them to facilitate the

Specifically, we have developed audiovisual materials to support practical work on the subject of Optoelectronics. The virtual laboratories created from the incorporation of these instructional videos have provided a tool that fosters constructivist learning, and hence encourages conceptual change, by means of an organized sequence of proposals for the students to do. These activities stimulate the students to reflect on the information and

We believe that the introduction in various formats of audiovisual materials to complement the course's traditional laboratory script can help the student get more out of the laboratory classes, since these materials can provide both theoretical and practical details of the experiments. They can also be a complement to simulation software, as with them the student can see the experimental techniques that are used to study the simulated

Moreover, instructional videos constitute a virtual guide to the experiments that the student will carry out. This is an advantage when there is little laboratory equipment available but various students have to work simultaneously in the laboratory, or when the student is

**4. Instructional videos: ICT tools to facilitate meaningful learning**

Riccioni, 2008; Riccioni 2010; Salzmann et al., 2000; Yanitelli, 2011).

laboratory practical involved, or to the functioning of the instruments used.

students and promote meaningful learning.

teacher's work.

content they receive.

phenomenon.

working non-presentially.

phenomena, allowing the students to develop cognitive skills and re-structure their mental models when they compare the behaviour of the models with reality.

Schematic simulation, for example, is a dynamic, simplified representation of the behaviour of a system. It allows students to manipulate data and examine the consequences, avoiding the confusion and insecurity that would be involved in a complex environment. It can enrich the constructivist approach to learning by enabling students to anchor their cognitive understanding in what they observed through their actions in a given situation (Harper et al., 2000).

While some authors have argued for the benefits of idealization as against the concrete for the acquisition of underlying abstract physical principles, the main objective of our simulations is to fill the gap the student has in realistic situations when faced with observing a real phenomenon after having studied it in a schematic simulation. In this regard, we must distinguish between simulations which "simulate the result", and those which "simulate the experience". Thus, schematic simulations in Java are useful to simulate results. For example, if we remove all the details, and focus schematically on the underlying foundation of the physical phenomenon, one can effectively transfer abstract phenomenon to other scientific fields (Goldstone & Son, 2005). In this regard, we consider that it would be very effective for our students' learning if they could also "simulate the performance of the experience", i.e., if we added to the simulation of the system a realistic visual output of the phenomenon being simulated. In the particular field of our area of education, Optics, the objective of our simulations is to "simulate the experience" – to show students what the abstract phenomenon simulated schematically in Java looks like in reality, creating a hyper-realistic simulation of the phenomenon in its entirety, i.e., the simulated experience.

In our research, we have focused on the development of a virtual environment with computer simulations that have a greater degree of reality than traditional ones. To implement these simulations, we used computer tools designed specifically for scientific environments, and which are freely available and aimed at users who are not programming specialists. Among these tools, we would highlight EJS and POV-Ray, both of free distribution. A common feature of these two environments is that they allow the user to concentrate efforts on the model of the system being studied, and greatly facilitate the entire process of creating the graphical interface and its connection with the model. This is a great advantage in preparing simulations, since one can focus on modeling the phenomenon or system without getting lost in programming the code. With our students, we use EJS which produces Java applets that are easily distributed, and POV-Ray which allows us to complement the Java applets by endowing them with hyper-realism. The result is a virtual learning environment that requires the active involvement of the student, and thus ensures deeper learning.

To summarize the above, interactive simulations facilitate deeper learning of concepts, since it is the students themselves who observe the physical phenomenon and can interact with the model to create mental structures from which to construct their own conceptual models of the phenomenon.

The computer simulations we have implemented form part of a virtual teaching approach using e-learning platforms. Specifically, we use the AVUEX virtual campus of our university with the Moodle platform. These platforms strengthen group work in the form of collaboration between teacher and students and among the students themselves, fostering a constructivist learning environment. Examples of these simulations can be found on our group's website: http://grupoorion.unex.es.

phenomena, allowing the students to develop cognitive skills and re-structure their mental

Schematic simulation, for example, is a dynamic, simplified representation of the behaviour of a system. It allows students to manipulate data and examine the consequences, avoiding the confusion and insecurity that would be involved in a complex environment. It can enrich the constructivist approach to learning by enabling students to anchor their cognitive understanding in what they observed through their actions in a given situation (Harper et

While some authors have argued for the benefits of idealization as against the concrete for the acquisition of underlying abstract physical principles, the main objective of our simulations is to fill the gap the student has in realistic situations when faced with observing a real phenomenon after having studied it in a schematic simulation. In this regard, we must distinguish between simulations which "simulate the result", and those which "simulate the experience". Thus, schematic simulations in Java are useful to simulate results. For example, if we remove all the details, and focus schematically on the underlying foundation of the physical phenomenon, one can effectively transfer abstract phenomenon to other scientific fields (Goldstone & Son, 2005). In this regard, we consider that it would be very effective for our students' learning if they could also "simulate the performance of the experience", i.e., if we added to the simulation of the system a realistic visual output of the phenomenon being simulated. In the particular field of our area of education, Optics, the objective of our simulations is to "simulate the experience" – to show students what the abstract phenomenon simulated schematically in Java looks like in reality, creating a hyper-realistic

In our research, we have focused on the development of a virtual environment with computer simulations that have a greater degree of reality than traditional ones. To implement these simulations, we used computer tools designed specifically for scientific environments, and which are freely available and aimed at users who are not programming specialists. Among these tools, we would highlight EJS and POV-Ray, both of free distribution. A common feature of these two environments is that they allow the user to concentrate efforts on the model of the system being studied, and greatly facilitate the entire process of creating the graphical interface and its connection with the model. This is a great advantage in preparing simulations, since one can focus on modeling the phenomenon or system without getting lost in programming the code. With our students, we use EJS which produces Java applets that are easily distributed, and POV-Ray which allows us to complement the Java applets by endowing them with hyper-realism. The result is a virtual learning environment that requires the active involvement of the student, and thus ensures

To summarize the above, interactive simulations facilitate deeper learning of concepts, since it is the students themselves who observe the physical phenomenon and can interact with the model to create mental structures from which to construct their own conceptual models

The computer simulations we have implemented form part of a virtual teaching approach using e-learning platforms. Specifically, we use the AVUEX virtual campus of our university with the Moodle platform. These platforms strengthen group work in the form of collaboration between teacher and students and among the students themselves, fostering a constructivist learning environment. Examples of these simulations can be found on our

models when they compare the behaviour of the models with reality.

simulation of the phenomenon in its entirety, i.e., the simulated experience.

al., 2000).

deeper learning.

of the phenomenon.

group's website: http://grupoorion.unex.es.

#### **4. Instructional videos: ICT tools to facilitate meaningful learning**

The introduction of new virtual platforms with innovative teaching resources into the teaching of experimental sciences is one of the most interesting approaches to teaching today. There are already a great many resources in the fields of engineering education which are related to virtual or remote laboratories (Aktan et al., 1996; Calvo et al., 2009; Candelas et al., 2004; Domínguez et al., 2005; Dormido, 2004; Guzmán et al., 2005; Laschi & Riccioni, 2008; Riccioni 2010; Salzmann et al., 2000; Yanitelli, 2011).

One concern among teachers of all educational levels, including the university level, is to improve education from both a conceptual and a practical point of view. In this line, one of the objectives of the present work has been to organize and elaborate teaching materials designed for both theoretical classes and laboratory practicals, which will motivate the students and promote meaningful learning.

Today, there is increased use of ICTs in teaching scientific and technical subjects, due to the large amount of educational resources that can be elaborated from them. Among these teaching resources, we have noted above the great interest in the use of virtual laboratories, especially in scientific fields such as engineering. Laboratory practicals are a vital educational resource in teaching experimental and technical disciplines, allowing the student to check the degree of assimilation of the theoretical content. However, practical classes sometimes involve a degree of difficulty for students in terms of understanding the experiment. These difficulties may refer either to the physical foundations of the specific laboratory practical involved, or to the functioning of the instruments used.

This work proposed the introduction of ICTs to improve not only the theoretical classes with concept maps or computer simulations, but also laboratory practicals through the design of audiovisual teaching materials dealing with the physical fundamentals and the development of the experiments. Particularly worthy of note among the various means of supporting practical teaching in the laboratory is the use of instructional videos. One can present in them the most interesting and significant aspects of the laboratory practice, adding animations and a multitude of multimedia resources to them to facilitate the teacher's work.

Specifically, we have developed audiovisual materials to support practical work on the subject of Optoelectronics. The virtual laboratories created from the incorporation of these instructional videos have provided a tool that fosters constructivist learning, and hence encourages conceptual change, by means of an organized sequence of proposals for the students to do. These activities stimulate the students to reflect on the information and content they receive.

We believe that the introduction in various formats of audiovisual materials to complement the course's traditional laboratory script can help the student get more out of the laboratory classes, since these materials can provide both theoretical and practical details of the experiments. They can also be a complement to simulation software, as with them the student can see the experimental techniques that are used to study the simulated phenomenon.

Moreover, instructional videos constitute a virtual guide to the experiments that the student will carry out. This is an advantage when there is little laboratory equipment available but various students have to work simultaneously in the laboratory, or when the student is working non-presentially.

ICTs and Their Applications in Education 179

Fig. 2. Some screenshots from the instructional video "Virtual Laboratory on Optical

In keeping with the purpose of creating learning environments grounded in constructivist theories and meaningful learning (Ausubel, 1968), we apply concept maps (Novak & Gowin, 1984) as a strategy for cognitive organization, and as a visual resource with which to represent a set of conceptual meanings included in a proposition structure. The idea is to display the meaningful relationships between the concepts of the specific content to be

The concept map constitutes an ideal teaching material with which to associate, interrelate, structure, discriminate, describe, and exemplify the content of a subject. To these characteristics, one must add that in recent years the technique has become very popular due to its natural integration with ICTs. In sum, concept maps are today very useful educational tools to help achieve meaningful learning (Ausubel, 1968; Novak & Gowin,

For scientific subjects in particular, authors such as Novak & Musonda (1991) have pointed out that, in physics teaching, the subject matter may be regarded as "conceptually opaque". I.e., students find it hard to visualize the structure of the concepts involved, and the relationships between them. It is therefore important if that matter is to be learnt meaningfully for it to be presented in a "conceptually transparent" form, i.e., it is necessary

The concept map is therefore a tool that is consistent with Novak's educational theory, and part of its usefulness is in detecting and facilitating meaningful learning (Pérez et al., 2004,

to present the topics to students with a clearly related conceptual hierarchy.

The materials developed are available at: http://grupoorion.unex.es.

**5. Concept maps: ICT tools to facilitate meaningful learning**

taught and the students' knowledge of the subject.

Communications".

1984; Moreira, 2010).

Therefore, approaching laboratory practicals sequentially in an instructional video can optimize both the available material resources since not all the groups of students have to use the same material simultaneously, and the available time since it allows the student to carry out more complex experiments or a greater number of them.

In our research, we designed and implemented a teaching innovation project whose aim was either to facilitate the students' preparation prior to their actually doing the laboratory practicals, or for them to carry out those practicals on virtual e-learning and b-learning platforms using the facilities provided by ICTs. In particular, audiovisual material was developed in several formats, and implemented on a Website, covering the content necessary for the study and practical preparation of the subject of Optoelectronics, a subject that we teach in the second cycle of the degree in Electronic Engineering at the School of Industrial Engineering of our University. All of the instructional videos produced have a common structure. They begin with the title of the practical, a brief introduction to put it into the context of the subject, and a description of the basic theoretical concepts related to the experiment they are going to see. The objective proposed by the experiment is indicated, the material used is shown, and then particular emphasis is laid on the steps to follow in doing the experiment. Finally, it is explained how the data should be analyzed and presented.

The methodological approach to the virtual practicals follows the guidelines for the design of virtual learning material proposed by Onrubia (Onrubia, 2005). Specifically, apart from exploiting the technical possibilities offered by ICTs, the materials should also be consistent with two features:

One of the support platforms we use for the instructional videos is the Moodle virtual platform. As indicated by various authors (Coll, 2004; Donnelly, 2005; Mauri et al., 2005; Mauri, 2006; Onrubia, 2005), this can amplify the educational benefits the students obtain from the process, and provides support to them when they are working independently either individually or in groups.

This virtual laboratory in no way means that we are contemplating the disappearance of the real laboratory. Instead our intention is the integration of the two laboratories in our teaching practice. Indeed, it forms part of a teaching methodology which foresees increasing use of a wide range of learning tools that can facilitate successful adaptation to the European Higher Education Area.

Figure 2 shows several screenshots from some instructional videos about optical communications.

Therefore, approaching laboratory practicals sequentially in an instructional video can optimize both the available material resources since not all the groups of students have to use the same material simultaneously, and the available time since it allows the student to

In our research, we designed and implemented a teaching innovation project whose aim was either to facilitate the students' preparation prior to their actually doing the laboratory practicals, or for them to carry out those practicals on virtual e-learning and b-learning platforms using the facilities provided by ICTs. In particular, audiovisual material was developed in several formats, and implemented on a Website, covering the content necessary for the study and practical preparation of the subject of Optoelectronics, a subject that we teach in the second cycle of the degree in Electronic Engineering at the School of Industrial Engineering of our University. All of the instructional videos produced have a common structure. They begin with the title of the practical, a brief introduction to put it into the context of the subject, and a description of the basic theoretical concepts related to the experiment they are going to see. The objective proposed by the experiment is indicated, the material used is shown, and then particular emphasis is laid on the steps to follow in doing the experiment. Finally, it is explained how the data should be analyzed and

The methodological approach to the virtual practicals follows the guidelines for the design of virtual learning material proposed by Onrubia (Onrubia, 2005). Specifically, apart from exploiting the technical possibilities offered by ICTs, the materials should also be consistent

 "Logical meaningfulness": From a constructivist viewpoint, the virtual educational material developed must have a clear organization and structuring of its content. Logical meaningfulness needs to be ensured in the design phase, i.e., with the logical structure of the content. This aspect is taken into account in the organization of the various elements, activities, and sequences that make up the materials being

 "Psychological meaningfulness": The materials should enable the learners to have cognitive elements available that they can relate to the content being studied. Psychological meaningfulness emerges during the students' actual learning process. Therefore, this phase of design will deal with how the material is integrated into our overall teaching methodology, in order to ensure that the students will have developed the cognitive resources needed to assimilate the new content and establish meaningful

One of the support platforms we use for the instructional videos is the Moodle virtual platform. As indicated by various authors (Coll, 2004; Donnelly, 2005; Mauri et al., 2005; Mauri, 2006; Onrubia, 2005), this can amplify the educational benefits the students obtain from the process, and provides support to them when they are working independently

This virtual laboratory in no way means that we are contemplating the disappearance of the real laboratory. Instead our intention is the integration of the two laboratories in our teaching practice. Indeed, it forms part of a teaching methodology which foresees increasing use of a wide range of learning tools that can facilitate successful adaptation to the European

Figure 2 shows several screenshots from some instructional videos about optical

carry out more complex experiments or a greater number of them.

presented.

with two features:

developed.

relationships.

Higher Education Area.

communications.

either individually or in groups.

Fig. 2. Some screenshots from the instructional video "Virtual Laboratory on Optical Communications".

The materials developed are available at: http://grupoorion.unex.es.

#### **5. Concept maps: ICT tools to facilitate meaningful learning**

In keeping with the purpose of creating learning environments grounded in constructivist theories and meaningful learning (Ausubel, 1968), we apply concept maps (Novak & Gowin, 1984) as a strategy for cognitive organization, and as a visual resource with which to represent a set of conceptual meanings included in a proposition structure. The idea is to display the meaningful relationships between the concepts of the specific content to be taught and the students' knowledge of the subject.

The concept map constitutes an ideal teaching material with which to associate, interrelate, structure, discriminate, describe, and exemplify the content of a subject. To these characteristics, one must add that in recent years the technique has become very popular due to its natural integration with ICTs. In sum, concept maps are today very useful educational tools to help achieve meaningful learning (Ausubel, 1968; Novak & Gowin, 1984; Moreira, 2010).

For scientific subjects in particular, authors such as Novak & Musonda (1991) have pointed out that, in physics teaching, the subject matter may be regarded as "conceptually opaque". I.e., students find it hard to visualize the structure of the concepts involved, and the relationships between them. It is therefore important if that matter is to be learnt meaningfully for it to be presented in a "conceptually transparent" form, i.e., it is necessary to present the topics to students with a clearly related conceptual hierarchy.

The concept map is therefore a tool that is consistent with Novak's educational theory, and part of its usefulness is in detecting and facilitating meaningful learning (Pérez et al., 2004,

ICTs and Their Applications in Education 181

The concept maps that we and our students have created (several thousand) are lodged on the Cmap site: "Universidad de Extremadura (España)", and in this way are integrated into the global network of concept maps hosted on Cmap sites, and that is distributed throughout the world. The ideal way to see them is to install the CmapTools software application on the computer, and visit the aforementioned Cmap site. Nevertheless, they can also be seen (with some limitations) at the Web address: http://grupoorion.unex.es:8001.

In general, we can say that the educational materials developed in this work have improved the quality of the e-learning of the subject of Optoelectronics, both of the conceptual content through the use of concept maps, and of the procedural content through instructional

The concept maps developed have been validated by comparison with traditional teaching following an experimental design with a control group and an experimental group (Martínez et al., 2010a; Pérez et al., 2010a, 2010b; Suero et al., 2010). A test of knowledge was applied to determine the learning actually achieved by the students of the two groups. The results showed that the concept maps that were constructed had been an effective teaching tool in physics teaching in general, since they helped the students to learn meaningfully the concepts of the topic under study, constituting a useful cognitive strategy for acquiring information in a structured form, and for discovering the meaning of the concepts that were

The instructional videos and virtual laboratories mounted on e-learning platforms have been validated through an experimental design with two control groups of students and one experimental group (Martínez et al., 2010b, 2011). The results of different post-tests of knowledge showed these teaching materials to be effective teaching tools in enhancing students' learning. For Optoelectronics in particular, the application of our teaching methodology contributed a clear improvement over the conventional system of teaching the topic. The purpose of using this type of material is their application to e-learning platforms as complements to traditional teaching, and not as replacements for real laboratories where such laboratories are available. Nonetheless, when a real laboratory is unavailable or inaccessible, such materials can of course be very useful indeed. We believe that their ideal use is as a teaching resource that can be used for pre-practical and post-practical study, allowing the acquisition of knowledge to be more efficient. But again, in sum we conclude that, to enhance our students' learning it is important to integrate these materials as

With respect to the computer simulations that were developed and implemented in this work, we have demonstrated with our students that this type of computer simulation which we call "hyper-realistic" represents reality with a realism far above that of the usual simulations (Pérez et al., 2011). Specifically, we validated the educational effectiveness of the hyper-realistic virtual environment that we implemented with an experimental design that included a control group of students and an experimental group. The results of the different evaluation tests showed that our simulations resolve some of the weaknesses of the usual computer simulations, such as those deriving from their simplicity and lack of realism of the graphical environment viewed by the student. These simulations offer the student the opportunity to perform Optics practicals at any time. This obviates the problem typical of eminently practical subjects in that the individual work required of the student is usually

complementary methods added to those used in traditional teaching.

videos, computer simulations, and virtual laboratories.

**6. Conclusion**

being learnt.

2006, 2008, 2010a). The concept map shows schematically an image of a person's knowledge about some particular topic, so that it can also reflect the extent to which that knowledge is the product of a process of meaningful learning. The map shows a series of concepts, organized hierarchically, together with the relationships that are established between them, thus explicitly showing the meanings with which each concept has been endowed.

Concept maps have been used at different educational levels because they allow students to better assimilate the concepts they are learning by a development of new propositions that they integrate into their existing cognitive structure, the result being meaningful learning (Jonassen, 2000; Novak & Gowin, 1984; Okebukola & Jegede, 1988; Roth & Roychoudhury, 1994). In the Theory of Meaningful Learning, the learning process consists of an interaction between the knowledge already existing in the student's cognitive structure and the new knowledge being assimilated. Building on the foundations of this theory, if used to their full potential, concept maps are particularly effective in encouraging meaningful learning, allowing students to construct their knowledge by organizing conceptual content into a hierarchical structure (Novak & Gowin, 1984; Novak & Musonda, 1991; Cifuentes & Hsieh, 2003; Kwon & Cifuentes, 2009; Haugwitz et al., 2010; Pérez et al., 2004, 2006, 2010a).

How the concepts are organized in a concept map (whether more linearly or more differentiated) can indicate the extent to which the creator of the map has learnt more by rote or more in a meaningful form. It is precisely this aspect that makes concept maps such powerful teaching tools. In particular, the meaningfulness of the student's learning will be easily perceptible when its content is organized into an interrelated structure. The elaboration of concept maps allows new information to be organized and related to the already existing cognitive structure, and clearly highlights the establishment of any erroneous relationships or the absence of any relevant concepts. As noted by Novak & Gowin (1984), students will perceive meanings to a greater or lesser extent depending on the new propositional relationships that they have noted and understood. With their use, the learner develops important analytical skills: the selection, organization, and elaboration of knowledge. The tasks involved in their construction and the interpretation of the cognitive structures they contain develop the students' intellectual skills.

Today, thanks to advances in the new technologies, there are many software tools available for the construction of concept maps. Examples are CmapTools, Inspiration, and CMT, inter alia. Various studies have shown the advantages in using such computer programs to facilitate constructing these maps (Alpert & Grueneberg, 2001; Anderson-Inman & Ditson, 1999; Cline et al., 2010; Haugwitz et al., 2010; Kwon & Cifuentes, 2009; Reader & Hammond, 1994).

Our research group uses concept mapping as a working tool in physics teaching (Pérez et al., 2000, 2004, 2006, 2010a, 2010b). For their construction, we chose CmapTools of the IHMC (Institute for Human and Machine Cognition, University of West Florida, Pensacola, FL) (Cañas et al., 2000; Novak & Cañas, 2006). This is a toolkit that facilitates the creation of concept maps on a computer, using applications written in Java. It provides the ability to construct, navigate through, share, and critically negotiate models of knowledge represented as concept maps. It also allows their use in collaborative networks over the Internet, so as to facilitate group work. Thus, CmapTools users constitute a community which shares knowledge and technologies. Projects can be easily shared worldwide thanks to a public server network, accessible from any browser or through the free CmapTools software.

In our research, we have developed concept maps that are models of knowledge for teaching topics of physics, which were subsequently used by our students in validating their educational effectiveness.

The concept maps that we and our students have created (several thousand) are lodged on the Cmap site: "Universidad de Extremadura (España)", and in this way are integrated into the global network of concept maps hosted on Cmap sites, and that is distributed throughout the world. The ideal way to see them is to install the CmapTools software application on the computer, and visit the aforementioned Cmap site. Nevertheless, they can also be seen (with some limitations) at the Web address: http://grupoorion.unex.es:8001.

#### **6. Conclusion**

180 Methodologies, Tools and New Developments for E-Learning

2006, 2008, 2010a). The concept map shows schematically an image of a person's knowledge about some particular topic, so that it can also reflect the extent to which that knowledge is the product of a process of meaningful learning. The map shows a series of concepts, organized hierarchically, together with the relationships that are established between them,

Concept maps have been used at different educational levels because they allow students to better assimilate the concepts they are learning by a development of new propositions that they integrate into their existing cognitive structure, the result being meaningful learning (Jonassen, 2000; Novak & Gowin, 1984; Okebukola & Jegede, 1988; Roth & Roychoudhury, 1994). In the Theory of Meaningful Learning, the learning process consists of an interaction between the knowledge already existing in the student's cognitive structure and the new knowledge being assimilated. Building on the foundations of this theory, if used to their full potential, concept maps are particularly effective in encouraging meaningful learning, allowing students to construct their knowledge by organizing conceptual content into a hierarchical structure (Novak & Gowin, 1984; Novak & Musonda, 1991; Cifuentes & Hsieh,

thus explicitly showing the meanings with which each concept has been endowed.

2003; Kwon & Cifuentes, 2009; Haugwitz et al., 2010; Pérez et al., 2004, 2006, 2010a).

structures they contain develop the students' intellectual skills.

How the concepts are organized in a concept map (whether more linearly or more differentiated) can indicate the extent to which the creator of the map has learnt more by rote or more in a meaningful form. It is precisely this aspect that makes concept maps such powerful teaching tools. In particular, the meaningfulness of the student's learning will be easily perceptible when its content is organized into an interrelated structure. The elaboration of concept maps allows new information to be organized and related to the already existing cognitive structure, and clearly highlights the establishment of any erroneous relationships or the absence of any relevant concepts. As noted by Novak & Gowin (1984), students will perceive meanings to a greater or lesser extent depending on the new propositional relationships that they have noted and understood. With their use, the learner develops important analytical skills: the selection, organization, and elaboration of knowledge. The tasks involved in their construction and the interpretation of the cognitive

Today, thanks to advances in the new technologies, there are many software tools available for the construction of concept maps. Examples are CmapTools, Inspiration, and CMT, inter alia. Various studies have shown the advantages in using such computer programs to facilitate constructing these maps (Alpert & Grueneberg, 2001; Anderson-Inman & Ditson, 1999; Cline

Our research group uses concept mapping as a working tool in physics teaching (Pérez et al., 2000, 2004, 2006, 2010a, 2010b). For their construction, we chose CmapTools of the IHMC (Institute for Human and Machine Cognition, University of West Florida, Pensacola, FL) (Cañas et al., 2000; Novak & Cañas, 2006). This is a toolkit that facilitates the creation of concept maps on a computer, using applications written in Java. It provides the ability to construct, navigate through, share, and critically negotiate models of knowledge represented as concept maps. It also allows their use in collaborative networks over the Internet, so as to facilitate group work. Thus, CmapTools users constitute a community which shares knowledge and technologies. Projects can be easily shared worldwide thanks to a public server

In our research, we have developed concept maps that are models of knowledge for teaching topics of physics, which were subsequently used by our students in validating their

et al., 2010; Haugwitz et al., 2010; Kwon & Cifuentes, 2009; Reader & Hammond, 1994).

network, accessible from any browser or through the free CmapTools software.

educational effectiveness.

In general, we can say that the educational materials developed in this work have improved the quality of the e-learning of the subject of Optoelectronics, both of the conceptual content through the use of concept maps, and of the procedural content through instructional videos, computer simulations, and virtual laboratories.

The concept maps developed have been validated by comparison with traditional teaching following an experimental design with a control group and an experimental group (Martínez et al., 2010a; Pérez et al., 2010a, 2010b; Suero et al., 2010). A test of knowledge was applied to determine the learning actually achieved by the students of the two groups. The results showed that the concept maps that were constructed had been an effective teaching tool in physics teaching in general, since they helped the students to learn meaningfully the concepts of the topic under study, constituting a useful cognitive strategy for acquiring information in a structured form, and for discovering the meaning of the concepts that were being learnt.

The instructional videos and virtual laboratories mounted on e-learning platforms have been validated through an experimental design with two control groups of students and one experimental group (Martínez et al., 2010b, 2011). The results of different post-tests of knowledge showed these teaching materials to be effective teaching tools in enhancing students' learning. For Optoelectronics in particular, the application of our teaching methodology contributed a clear improvement over the conventional system of teaching the topic. The purpose of using this type of material is their application to e-learning platforms as complements to traditional teaching, and not as replacements for real laboratories where such laboratories are available. Nonetheless, when a real laboratory is unavailable or inaccessible, such materials can of course be very useful indeed. We believe that their ideal use is as a teaching resource that can be used for pre-practical and post-practical study, allowing the acquisition of knowledge to be more efficient. But again, in sum we conclude that, to enhance our students' learning it is important to integrate these materials as complementary methods added to those used in traditional teaching.

With respect to the computer simulations that were developed and implemented in this work, we have demonstrated with our students that this type of computer simulation which we call "hyper-realistic" represents reality with a realism far above that of the usual simulations (Pérez et al., 2011). Specifically, we validated the educational effectiveness of the hyper-realistic virtual environment that we implemented with an experimental design that included a control group of students and an experimental group. The results of the different evaluation tests showed that our simulations resolve some of the weaknesses of the usual computer simulations, such as those deriving from their simplicity and lack of realism of the graphical environment viewed by the student. These simulations offer the student the opportunity to perform Optics practicals at any time. This obviates the problem typical of eminently practical subjects in that the individual work required of the student is usually

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#### **7. Acknowledgment**

This research has been partially funded by the European Regional Development Fund through the Regional Government of Extremadura, grant GR10102.

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**10**

**A Comparative Study Between**

Nowadays, there is an increasing demand for methodologies and technologies, especially, for e-learning. E-learning has been defined as interactive learning in which the learning content is available online and provides automatic feedback to the student's learning activities. While recognizing that the world at large will continue to use terminology in different and often ambiguous ways, the term of e-learning is used to refer to the "online" interactions of various kinds that take place between learners and tutors (Dougiamas, 2011;

The main purpose of this chapter is to study, analyze, and explore the right decision when choosing a suitable VLE platform to meet the requirements of Qassim University. It has focused on a comparison between Moodle and other VLE systems, and is based on two kinds of comparison. The first study compared Moodle with nine VLE platforms based on features and capabilities of VLE tools, as in Section 2.1. The second study compared Moodle

This study has proved that the best platforms are Moodle and Sakai, which have missed just two out of forty features. The second study has strongly recommended choosing Moodle as the optimal VLE platform for Qassim University. The first and second studies have proved that Moodle has the best results. In addition, it has the advantages mentioned in Section 3.3, and we therefore strongly recommend Moodle as the best choice for higher education

This chapter is structured as follows. A comparative study between e-learning features is presented in Sections 2, which is the most important section in this chapter. In Section 3, a literature review of Moodle as a selected platform is presented, including the reasons for choosing Moodle together with its limitations, the architecture of Moodle and explains most of its components. Sections 4 and 5 focus on the e-learning tools of Moodle and an assignment activity respectively. Section 6 describes some of the websites that are using

An important resource for higher education, especially universities, is VLE, which has been enhancing students' progress with high quality learning around the world. This section will

with other VLE platforms based on the technical aspects of VLEs, as in Section 2.2.

Moodle across the world. Finally, the summery of this chapter is in Section 7.

Yuuichi et al., 2006; Tortora, et al., 2002 and Bruce & Curson, 2007).

generally, and for Qassim University in particular.

**2. Comparative study between e-learning features**

**1. Introduction**

**E-Learning Features**

*Information System Management College of Business and Economics*

Ajlan S. Al-Ajlan

 *Qassim University Kingdom of Saudi Arabia*

### **A Comparative Study Between E-Learning Features**

#### Ajlan S. Al-Ajlan

*Information System Management College of Business and Economics Qassim University Kingdom of Saudi Arabia*

#### **1. Introduction**

190 Methodologies, Tools and New Developments for E-Learning

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Nowadays, there is an increasing demand for methodologies and technologies, especially, for e-learning. E-learning has been defined as interactive learning in which the learning content is available online and provides automatic feedback to the student's learning activities. While recognizing that the world at large will continue to use terminology in different and often ambiguous ways, the term of e-learning is used to refer to the "online" interactions of various kinds that take place between learners and tutors (Dougiamas, 2011; Yuuichi et al., 2006; Tortora, et al., 2002 and Bruce & Curson, 2007).

The main purpose of this chapter is to study, analyze, and explore the right decision when choosing a suitable VLE platform to meet the requirements of Qassim University. It has focused on a comparison between Moodle and other VLE systems, and is based on two kinds of comparison. The first study compared Moodle with nine VLE platforms based on features and capabilities of VLE tools, as in Section 2.1. The second study compared Moodle with other VLE platforms based on the technical aspects of VLEs, as in Section 2.2.

This study has proved that the best platforms are Moodle and Sakai, which have missed just two out of forty features. The second study has strongly recommended choosing Moodle as the optimal VLE platform for Qassim University. The first and second studies have proved that Moodle has the best results. In addition, it has the advantages mentioned in Section 3.3, and we therefore strongly recommend Moodle as the best choice for higher education generally, and for Qassim University in particular.

This chapter is structured as follows. A comparative study between e-learning features is presented in Sections 2, which is the most important section in this chapter. In Section 3, a literature review of Moodle as a selected platform is presented, including the reasons for choosing Moodle together with its limitations, the architecture of Moodle and explains most of its components. Sections 4 and 5 focus on the e-learning tools of Moodle and an assignment activity respectively. Section 6 describes some of the websites that are using Moodle across the world. Finally, the summery of this chapter is in Section 7.

#### **2. Comparative study between e-learning features**

An important resource for higher education, especially universities, is VLE, which has been enhancing students' progress with high quality learning around the world. This section will

A Comparative Study Between E-Learning Features 193

**1) Learner Tools 2) Support Tools 3) Technical Specifications**

**1.Hardware/Software**

**2.Pricing/Licensing**  Company Profile

> Costs Open Source Optional Extras Software Version

 Client Browser Required Database Requirements Server Software UNIX Server Windows Server

**1.Administration Tools**  Authentication Course Authorization Registration Integration Hosted Services

**2.Course Delivery Tools**  Course Management Instructor Helpdesk Online Grading Tools Student Tracking

**3.Curriculum Design**  Accessibility Compliance Course Templates Curriculum Management Customized Look and Feel Instructional Standards

Compliance

Table 2. Summaries of the Features and Capabilities of VLE tools.

capabilities, and each product has some of them, as in Table 1.

Desire2Learn, ANGEL Learning Management Suite, and Sakai.

 Instructional Design Tools Content Sharing / Reuse

This phase contains three kinds of tools: Communication Tools, Productivity Tools and Student Involvement Tools. Each Learner Tool has some features and capabilities as in Table

These tools contain three kinds of tools, which are Communication Tools, Productivity Tools and Student Involvement Tools. Each kind of Learner Tool contains various features and

As we can see in Table 3, the comparison between the VLE products is based on Learner Tools. Four products are shown to be the best with almost the maximum number of features 15 out of 16 features or capabilities of Learner Tools. These products are Moodle,

As we can see in Table 3, all products have all features and capabilities except Scholar360, TeleTOP Virtual Learning Environment and The Blackboard Learning System (V.7). This

The Learner Tools in Table 3 have many features and capabilities, and to understand what

These tools contain three kinds of tools: Administration Tools, Course Delivery Tools, and

As we can see in Table 4, this comparison between the VLE products is based on Support Tools. In this phase, all products have all features and capabilities except Scholar360,

means that Moodle and the other remaining products are strong on Learner Tools.

they mean, please visit the EduTools website. We have also listed them in Table 2.

Content Development Tools, and all of these tools have features and capabilities.

Automated Testing and Scoring

**1.Communication Tools**  Discussion Forums File Exchange / Internal

 Online Journal/Notes Real-time Chat

**2.Productivity Tools**  Bookmarks Orientation / Help Searching Within Course Calendar / Progress Review Work Offline/Synchronize

 Groupwork Self-assessment Student Community

Building Student Portfolios

**2.1.1 Learner tools**

**2.1.2 Support tools**

2 above.

Video Services / Whiteboard

**3.Student Involvement Tools**

Email

propose a suitable e-learning system to consider it as a specific area of study through a comparative study of the most well-known e-learning systems. It is an important to make a comparison study between VLE products to select the suitable one and test it with our approach and also explore their strengths and limitations. This comparative study is in two phases. The first phase is based on the features and capabilities of VLE tools, and the second is based on the technical aspects of the systems of VLEs.

#### **2.1 Comparative study based on features and capabilities of VLE tools**

VLEs have many features and capabilities such as forums, content management, quizzes with different kinds of questions, and a number of activity modules. Moodle has an additional number of contributed modules, including SCORM WebQuest and the Document Management System (Martin, et al., 2004). In this section, we have selected 10 VLE products, including Moodle, to make comparisons between them, and our first comparison is based on the features and capabilities of VLE tools. I am very thankful to the EduTools website (EduTools, 2006), which lists more than 80 VLE products and has performed a comparison of 42 VLE features and capabilities, as in Table 2.

Our comparison focuses on two kinds of products. The first is commercial e-learning systems and comprises Desire2Learn 8.1**,** ANGEL Learning Management Suite (7.1), TeleTOP Virtual Learning Environment, The Blackboard Learning System (V7) and Scholar360. The second is OSS and comprises LON-CAPA, Sakai 2.3, dotLRN/OpenACS, ATutor 1.5.4 and Moodle 1.8. The comparison has two answers, Y or N. Y means the product has the feature and N means the product does not. Table 4.3 displays information about the ten VLE software packages used in the first comparison. VLE Tools are criteriabased products that enable developers to evaluate and select the best VLE product. No single VLE product can possibly meet all these criteria and may not be the best for interface, technical, functional, or cost reasons. These criteria are described below in Table 2 (Dougiamas, 2011 and Al-Ajlan, et al., 2008).

Table 1. General Information about the Selected Products.

VLEs as an e-learning system have many features and capabilities. For simplicity, we have divided these features and capabilities into three phases, which are Learner Tools, Support Tools and Technical Tools, as in Table 4.4. Chapter 3 "Virtual Learning Environments As Elearning Systems" has more details about these tools. Table 2 lists the features and capabilities of VLE tools that we have used in our comparison in this chapter.

propose a suitable e-learning system to consider it as a specific area of study through a comparative study of the most well-known e-learning systems. It is an important to make a comparison study between VLE products to select the suitable one and test it with our approach and also explore their strengths and limitations. This comparative study is in two phases. The first phase is based on the features and capabilities of VLE tools, and the second

VLEs have many features and capabilities such as forums, content management, quizzes with different kinds of questions, and a number of activity modules. Moodle has an additional number of contributed modules, including SCORM WebQuest and the Document Management System (Martin, et al., 2004). In this section, we have selected 10 VLE products, including Moodle, to make comparisons between them, and our first comparison is based on the features and capabilities of VLE tools. I am very thankful to the EduTools website (EduTools, 2006), which lists more than 80 VLE products and has performed a comparison

Our comparison focuses on two kinds of products. The first is commercial e-learning systems and comprises Desire2Learn 8.1**,** ANGEL Learning Management Suite (7.1), TeleTOP Virtual Learning Environment, The Blackboard Learning System (V7) and Scholar360. The second is OSS and comprises LON-CAPA, Sakai 2.3, dotLRN/OpenACS, ATutor 1.5.4 and Moodle 1.8. The comparison has two answers, Y or N. Y means the product has the feature and N means the product does not. Table 4.3 displays information about the ten VLE software packages used in the first comparison. VLE Tools are criteriabased products that enable developers to evaluate and select the best VLE product. No single VLE product can possibly meet all these criteria and may not be the best for interface, technical, functional, or cost reasons. These criteria are described below in Table 2

**No Product Developer name Date URL**

1 LON-CAPA Gerd Kortemeyer Oct/2006 LON-CAPA Project 2 Desire2Learn 8.1 Desire2Learn Inc. Oct/2006 Desire2Learn Inc. 3 ANGEL Learning 7.1 ANGEL Learning Inc Oct/2006 Angel Learning 4 TeleTOP VLE TeleTop B.V. Oct/2006 TeleTop 5 Blackboard (V6.2) BlackBoard Nov/2006 Blackboard LSE 6 Sakai 2.3 Sakai 2.3 Nov/2006 Sakai 7 dotLRN/OpenACS dotLRN Jan/2007 dotlrn.org 8 Scholar360 Scholar360 Jan/2007 www.scholar360.com 9 ATutor 1.5.4 University of Toronto April/2007 atutor.ca/atutor/index.php 10 Moodle 1.8 Moodlerooms April/2007 www.Moodle.org

VLEs as an e-learning system have many features and capabilities. For simplicity, we have divided these features and capabilities into three phases, which are Learner Tools, Support Tools and Technical Tools, as in Table 4.4. Chapter 3 "Virtual Learning Environments As Elearning Systems" has more details about these tools. Table 2 lists the features and

capabilities of VLE tools that we have used in our comparison in this chapter.

is based on the technical aspects of the systems of VLEs.

of 42 VLE features and capabilities, as in Table 2.

(Dougiamas, 2011 and Al-Ajlan, et al., 2008).

Table 1. General Information about the Selected Products.

**2.1 Comparative study based on features and capabilities of VLE tools**

Table 2. Summaries of the Features and Capabilities of VLE tools.

#### **2.1.1 Learner tools**

This phase contains three kinds of tools: Communication Tools, Productivity Tools and Student Involvement Tools. Each Learner Tool has some features and capabilities as in Table 2 above.

These tools contain three kinds of tools, which are Communication Tools, Productivity Tools and Student Involvement Tools. Each kind of Learner Tool contains various features and capabilities, and each product has some of them, as in Table 1.

As we can see in Table 3, the comparison between the VLE products is based on Learner Tools. Four products are shown to be the best with almost the maximum number of features 15 out of 16 features or capabilities of Learner Tools. These products are Moodle, Desire2Learn, ANGEL Learning Management Suite, and Sakai.

As we can see in Table 3, all products have all features and capabilities except Scholar360, TeleTOP Virtual Learning Environment and The Blackboard Learning System (V.7). This means that Moodle and the other remaining products are strong on Learner Tools.

The Learner Tools in Table 3 have many features and capabilities, and to understand what they mean, please visit the EduTools website. We have also listed them in Table 2.

#### **2.1.2 Support tools**

These tools contain three kinds of tools: Administration Tools, Course Delivery Tools, and Content Development Tools, and all of these tools have features and capabilities.

As we can see in Table 4, this comparison between the VLE products is based on Support Tools. In this phase, all products have all features and capabilities except Scholar360,

A Comparative Study Between E-Learning Features 195

**Product Name**

**LON-CAPA**

**Desire2Learn 8.1**

**ANGEL Learning**

**2. Support Tools 2.1.   Content Development Tools**  Accessibility Compliance Y Y Y N Y Y Y Y Y Y Content Sharing/Reuse Y Y Y Y N Y Y Y Y Y Course Templates Y Y Y Y Y Y Y Y Y Y Customized Look and Feel Y Y Y Y Y Y Y Y Y Y Instructional Design Y Y Y Y Y Y Y Y Y Y

**Total Features 16 16 16 16 16 16 16 16 16 16 Total Available Features 16 16 16 15 15 16 16 15 16 16 Total Missing Features 0 0 0 1 1 0 0 1 0 0**

As we can see in Table 5 below, the comparison between the VLE products is based on Technical Specifications Tools. In this phase, the best product is ATutor 1.5.4, Moodle 1.8, Scholar360 and The Blackboard Learning System, which missed only 1 out of the 8 Technical Specifications Tools**.** The weakest product is LON-CAPA, which missed 5 out of the 8. The Technical Specifications in Table 5 have many features and capabilities, and to understand what these features and capabilities mean, please visit the EduTools. We have

Table 4. The Comparison between Selected VLE Products based on Support Tools.

**No 1 2 3 4 5 6 7 8 9** 10

Table 3. The Comparison between Selected VLE Products based on Support Tools.

TeleTOP Virtual Learning Environment and The Blackboard Learning System (V.7). This means that Moodle and the other remaining products are strong on Support Tools.

The Support Tools in Table 4 have many features and capabilities, and to understand what they mean, please visit the EduTools. We have also listed them in Table 2.

#### **2.1.3 Technical specifications tools**

These tools contain two kinds of tools: Hardware/Software Tools and Pricing/Licensing; all kinds of Technical Specifications Tools have some features and capabilities, as in Table 5. The costs feature is different from other features because if the product has no cost, it means that product has an advantage and we will calculate it as Yes (Y). For example, in Table 5, Moodle has two N and we calculated N of cost as Y, so in the final score Moodle has missed just one feature.

Product

Calendar / Progress

Student Community

**2.1.3 Technical specifications tools**

review

Building

just one feature.

**LON-CAPA**

**Desire2Learn 8.1**

**ANGEL Learning**

 **1. Learner Tools**

**Management Suite**

**1.1.   Student Involvement Tools**  Groupwork Y Y Y Y Y Y Y N Y Y

Student Portfolios Y Y Y Y Y Y Y Y N Y Total Features 16 16 16 16 16 16 16 16 16 16 Total Available Features 11 15 15 14 14 15 11 12 12 15 Total Missing Features 5 1 1 2 2 1 5 4 4 1

TeleTOP Virtual Learning Environment and The Blackboard Learning System (V.7). This

The Support Tools in Table 4 have many features and capabilities, and to understand what

These tools contain two kinds of tools: Hardware/Software Tools and Pricing/Licensing; all kinds of Technical Specifications Tools have some features and capabilities, as in Table 5. The costs feature is different from other features because if the product has no cost, it means that product has an advantage and we will calculate it as Yes (Y). For example, in Table 5, Moodle has two N and we calculated N of cost as Y, so in the final score Moodle has missed

Table 3. The Comparison between Selected VLE Products based on Support Tools.

means that Moodle and the other remaining products are strong on Support Tools.

they mean, please visit the EduTools. We have also listed them in Table 2.

 The Comparison between Selected VLE Products based on Support Tools.

As we can see in Table 5 below, the comparison between the VLE products is based on Technical Specifications Tools. In this phase, the best product is ATutor 1.5.4, Moodle 1.8, Scholar360 and The Blackboard Learning System, which missed only 1 out of the 8 Technical Specifications Tools**.** The weakest product is LON-CAPA, which missed 5 out of the 8.

The Technical Specifications in Table 5 have many features and capabilities, and to understand what these features and capabilities mean, please visit the EduTools. We have also listed them in Table 2.

A Comparative Study Between E-Learning Features 197

Since 1984, created by scientists for scientists, Prism's intuitive programs have provided researchers worldwide with the tools they need to simplify data analysis, statistics and graphing (Jolla, 2008). Figure 1 shows the comparison between the ten products of VLE systems. The total features are 40 but no product has reached this number. In Figure 1, P1,

As in Figure 1, the best VLE product is P10 (Moodle 1.8), which has 38 out of 40 features and capabilities, and the weakest is P1 (LON-CAPA), which has 30 out of the 40. P10 (Moodle) has 38 out of the 40 features and capabilities and is the number 1 out of the 10 VLE products. It is number 1 out of the OSS products, which itself has missed just 2 out of the 40 features

**2.2 Comparison based on focusing on the technical aspects of the VLE systems**  In this session, the comparison between the systems is based on technical categories. All VLE systems will be compared with the Moodle system as part of our study. As in our literature review, we have selected three studies focusing on this kind of comparison.

As in (Wharekura-tini, et al., 2004) Moodle has limitations, notably it lacks SCORM support, and its roles and permissions system is limited. However, these limitations can be fixed, and

Table 7 reveals that ATutor, while strong in features and usability, has serious architectural limitations, and although some features in ATutor warrant further investigation, it may be

P2 etc mean the VLE product as mentioned in Table 4.8 above respectively.

Fig. 1. The Total Features of the Ten VLE Products.

and capabilities (Al-Ajlan, et al., 2008).

are part of the project roadmap in Moodle site.

that candidates will opt for Moodle.

**2.2.1 First study**

Table 5. The Comparison between VLE Products based on Technical Specifications Tools.

#### **2.1.4 The final result of the comparison between the ten VLE products**

From Table 6 below, we can see the final result of the comparison between the ten VLE products. The best product is Moodle 1.8, which has missed just 2 out of 40 features and capabilities, and the second products are Desire2Learn 8.1, ANGEL Learning Management Suite (7.1) and Sakai 2.3 equally, which have missed 3 out of the 40. Also, Moodle is the best of the OSS products. The weakest product is LON-CAPA, which has missed 10 out of the 40.

Table 6. The Final Result of the Comparison between Ten VLE Products.

We use the GraphPad Prism software to analyse, graph and present scientific data of VLE products because it is a powerful combination of basic biostatistics, curve fitting and scientific graphing in one comprehensive program. More than one hundred scientists in over one hundred countries rely on Prism to analyse, graph and present their scientific data.

 **No 1 2 3 4 5 6 7 8 9 10**

**Management Suite**

**(7.1)**

**TeleTOP VLE**

**The Blackboard**

**Learning System**

**(V 7)**

**Sakai 2.3**

**dotLRN/OpenACS**

**Scholar360**

**ATutor 1.5.4**

**Moodle 1.8**

**ANGEL Learning**

**3. Technical Specifications 3.1.   The Comparison between VLE Products based on Technical Specifications Tools.

**LON-CAPA**

**Desire2Learn 8.1**

**2.1.4 The final result of the comparison between the ten VLE products**

**LON-CAPA**

**Desire2Learn 8.1**

Table 6. The Final Result of the Comparison between Ten VLE Products.

**ANGEL Learning**

**Management Suite**

**(7.1)**

**Total Features** 40 40 40 40 40 40 40 40 40 40 **Total Available Features** 30 37 37 33 36 37 31 34 35 38 **Total Missing Features** 10 3 3 7 4 3 9 6 5 2

We use the GraphPad Prism software to analyse, graph and present scientific data of VLE products because it is a powerful combination of basic biostatistics, curve fitting and scientific graphing in one comprehensive program. More than one hundred scientists in over one hundred countries rely on Prism to analyse, graph and present their scientific data.

**TeleTOP Virtual**

**Learning Environment**

**The Blackboard**

**Learning System**

**(V 7)**

**Sakai 2.3**

**dotLRN/OpenACS**

**Scholar360**

**ATutor 1.5.4**

**Moodle 1.8**

From Table 6 below, we can see the final result of the comparison between the ten VLE products. The best product is Moodle 1.8, which has missed just 2 out of 40 features and capabilities, and the second products are Desire2Learn 8.1, ANGEL Learning Management Suite (7.1) and Sakai 2.3 equally, which have missed 3 out of the 40. Also, Moodle is the best of the OSS products. The weakest product is LON-CAPA, which has missed 10 out of the 40.

**No 1 2 3 4 5 6 7 8 9 10**

 **Product Name**

 **Product Name**

**Tools**

**Tools**

Since 1984, created by scientists for scientists, Prism's intuitive programs have provided researchers worldwide with the tools they need to simplify data analysis, statistics and graphing (Jolla, 2008). Figure 1 shows the comparison between the ten products of VLE systems. The total features are 40 but no product has reached this number. In Figure 1, P1, P2 etc mean the VLE product as mentioned in Table 4.8 above respectively.

Fig. 1. The Total Features of the Ten VLE Products.

As in Figure 1, the best VLE product is P10 (Moodle 1.8), which has 38 out of 40 features and capabilities, and the weakest is P1 (LON-CAPA), which has 30 out of the 40. P10 (Moodle) has 38 out of the 40 features and capabilities and is the number 1 out of the 10 VLE products. It is number 1 out of the OSS products, which itself has missed just 2 out of the 40 features and capabilities (Al-Ajlan, et al., 2008).

#### **2.2 Comparison based on focusing on the technical aspects of the VLE systems**

In this session, the comparison between the systems is based on technical categories. All VLE systems will be compared with the Moodle system as part of our study. As in our literature review, we have selected three studies focusing on this kind of comparison.

#### **2.2.1 First study**