Dominique Verpoorten

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During 2 school days and 2 days off, 37 college pupils were offered a daily reflection and reporting exercise about how (intensity and channels) they learnt in the day. This pilot experiment had 2 purposes: a) to assess the extent to which the mobile phone can be used as an instrument to develop awareness about learning and b) to explore how young people(More)
This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence in own answers. An empirical validation of the approach, conducted with 28 secondary school pupils, delivers an(More)
In a controlled experiment on the effects of frequent and local digital annotations, 137 volunteers covered an online course at 3 conditions: no/free/question-based electronic annotations. Results show no difference in performance between groups. However, analyses conducted within treatments suggest positive impacts on performance when annotation rates are(More)
The intrinsic motivation to play, and therefore to learn, that might be provided by digital educational games teases researchers and developers. However, existing educational games often fail in their attempt to compete with commercial games and to provide successful learning. Often some learning is added to digital games or some gameplay is added to(More)
Personalization of learning has become a prominent issue in the educational field, at various levels. This article elaborates a different view on personalisation than what usually occurs in this area. Its baseline is that personalisation occurs when learning turns out to become personal in the learner's mind. Through a literature survey, we analyze(More)
Digital game-based learning is a hot topic of research and development. Since the advent of computer and video games, educators were inherently interested in utilizing the beneficial aspects of computer games for educational purposes. These factors are primarily the intrinsic motivation of games, immersive environments, engaging stories, and an artful(More)
This paper explores the potential of widgets for reflection, viz. instructional widgets that would be designed to prompt and support students' reflection in eLearning courses. The investigation builds on a literature review, an inventory of 35 reflection techniques and a survey amongst eLearning course owners. The outcomes demonstrate that a large part of(More)
This paper presents the 8 Learning Events Model (8LEM), a pedagogical reference framework which was used, in more than 100 online course, as a starting point for instructional planning. Besides supporting teachers in early stages of the learning design continuum, the paper shows how this learning/teaching model, as a professional development tool, prompts(More)
LabSET (Support Laboratory for Telematic Learning) – ULg (University of Liège) developed, in close collaboration with higher education teachers willing to "go online", more than 100 distance courses, representing a large spectrum of disciplines and a wide range of teaching/learning objectives, methods and challenges. For those courses, LabSET used the "8(More)
triggers while learning in an online course. The authors work with the Centre for Learning Sciences and Technologies (CELSTEC) of the Open Universiteit Nederland. The study takes place in a research program dedicated to prompts and interface for meta-learning support, in regular, adaptive and mobile eLearning. Abstract This paper reports about a controlled(More)