Zobrazeno 1 - 10
of 71
pro vyhledávání: '"E-learning design"'
Publikováno v:
SHS Web of Conferences, Vol 149, p 01022 (2022)
This study aims to examine the quality of 8 e-learning design developed by perspective mathematics teachers. The instrument used was an observation sheet consisting of 25 dimensions observed related to 6 fields, namely tutor support, collaboration, t
Externí odkaz:
https://doaj.org/article/da62fd7fcbf941548aec627794bd59bb
Autor:
Titie Panyajamorn, Suthathip Suanmali, Youji Kohda, Pornpimol Chongphaisal, Thepchai Supnithi
Publikováno v:
Malaysian Journal of Learning and Instruction, Vol 15, Iss 1 (2018)
Purpose –This study examined the effectiveness of e-learning content design by considering two different subjects (mathematics and reading) and areas (metropolitan and rural). This study also investigated several variables, i.e., studentsâ€
Externí odkaz:
https://doaj.org/article/cc671086ea3c49ddbc14c45e3395d71a
Autor:
Stefanie A. Hillen, Melodee Landis
Publikováno v:
International Review of Research in Open and Distributed Learning, Vol 15, Iss 4 (2014)
This article seeks to examine e-learning design arising from two educational traditions: the United States of America and Europe. The research question is: Broadly, what kinds of pedagogy, instructional design models, or didactical models are establi
Externí odkaz:
https://doaj.org/article/1dd90f10f38e43ac986b3aecc82803f2
Autor:
Kristina M. Eriksson, Monika Hattinger
Publikováno v:
Journal of Strategic Innovation and Sustainability. 15
This article arises from consideration of the effects of inter-organizational collaboration on participating partners, specifically from design-related activities and co-production of e-learning courses. The research focus is on critical factors for
Autor:
Hiroki Ishizuka, Kiyoshi Akama
Publikováno v:
E-learning and Education, Vol 1, Iss 8 (2012)
Second Life (SL) is an ideal platform for language learning. It is called a Multi-User Virtual Environment, where users can have varieties of learning experiences in life-like environments. Numerous attempts have been made to use SL as a platform for
Externí odkaz:
https://doaj.org/article/ad4fa98d5aab4334ab29df288298f11a
Publikováno v:
Research in Learning Technology, Vol 16, Iss 2 (2008)
We detail the research, development and initial outcomes of an intervention process to promote capability building in designing for e-learning at a dual mode university in the UK. The process, called CARPE DIEM, was built on a pilot study and became
Externí odkaz:
https://doaj.org/article/3241683daafe4971994fda8345065772
Publikováno v:
Italian Journal of Educational Technology, Vol 15, Iss 2 (2007)
Descrizione di una metodologia di progettazione didattica centrata sull’uso dei social software nel life long learning, per favorire l’acquisizione di nuove competenze di gestione della conoscenza personale. Viene illustrato il concetto di “Per
Externí odkaz:
https://doaj.org/article/f85e627f82e04132ae9f9c67764905ad
Publikováno v:
Journal of Computer Science. 11:1108-1117
Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non- game systems. Its main objective is to increase user’s motivation, experience and engagement. For the same reason, it has started to penetrate in e-learning
Akademický článek
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Autor:
Hattinger, Monika
This thesis is inter-disciplinary and proceed from the ongoing challenges of the increased digitalization, automation and robotization that impact the manufacturing industry's emergent need of high-qualified practitioners. Digitalization also challen
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______681::35309e104892f23aa1064aa2f9e32892
http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-12022
http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-12022