e-QUAL: e-Learning with Quality. Proposal for an Evaluation Model on the Quality of e-Learning Courses

2007 ◽  
pp. 83-90 ◽  
Author(s):  
Célio Gonçalo Marques ◽  
João Noivo ◽  
Mário Veríssimo
Keyword(s):  
2017 ◽  
Vol 8 (1) ◽  
pp. 94-120
Author(s):  
Judith I. Francisco-Pérez ◽  
Judith J. Maldonado-Rivera ◽  
Manuel Ramón Blanco

Se realizó una investigación descriptiva con el objetivo de evaluar la calidad de un curso virtual de formación docente, usando el Modelo de Evaluación de Cursos Virtuales de Formación Continua del Instituto Latinoamericano de Calidad en Educación a Distancia (CALED). Mediante la aplicación de una lista de verificación y cuatro cuestionarios, se analizaron 72 indicadores de las áreas: calidad tecnológica, formación, diseño instruccional y servicios y soporte. Los resultados indican cumplimiento parcial de los estándares de calidad. Las áreas de mayor cumplimiento en orden decreciente fueron: formación, diseño instruccional y servicios y soporte. En el área de calidad tecnológica se cumple con la mayoría de los requerimientos y en algunos casos no se encontraron registros requeridos como evidencias de la evaluación. QUALITY OF AN E-LEARNING VIRTUAL COURSE IN HEALTH SCIENCES AbstractA descriptive study was conducted in order to evaluate the quality of a virtual course on teacher training, using the Evaluation Model of the Virtual Continuous Training Courses of the Latin American Institute for Quality in Distance Education (CALED, in Spanish). By applying a checklist and four questionnaires, there were analyzed 72 indicators for the following areas: Technological quality, training, instructional design and services and support. The results indicate a partial accomplishment of the quality standards. The areas of greatest fulfillment in descending order were training, instructional design and services and support. In the area of technological quality most of the requirements were met, but in many cases, no required records were found as evidence at the time of the assessment. Keywords: Distance education; educational evaluation; educational quality; teacher education. 


Author(s):  
Georgia Kyriakaki ◽  
Nikolaos Matsatsinis

E-learning has known a large expansion in the past decades due to the advent of the Internet as a major communication medium and the WWW as a technology that provides enormous capabilities for information exchange anytime, anywhere, anyhow. Few studies exist on the evaluation of e-learning Websites in terms of their pedagogical quality that is on their success in helping learners learn through specific pedagogical principles. Pedagogical evaluation, however, is very important in e-learning as it can improve the quality of the system greatly and help the decision maker choose the most appropriate among different systems or designs. This chapter proposes a multi-criteria evaluation model for e-learning Websites based on well-known pedagogical principles, namely Bloom’s taxonomy of six cognitive objectives, Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation.


Mathematics ◽  
2019 ◽  
Vol 7 (10) ◽  
pp. 918 ◽  
Author(s):  
Lee ◽  
Wang ◽  
Yu

As the environment and information-technology conditions of the Internet of Things matured, various applications were launched. In education, e-learning is promoted so that students’ learning is no longer restricted to the classroom. E-learning schedules are flexible, and learners’ commuting costs are low. Apparently, improving the quality of e-learning systems can enhance learners’ learning effectiveness, satisfaction, engagement, and learning efficacy. A performance evaluation matrix is a useful tool for collecting users’ opinions to assess the performance of an operating system, and it is widely used to evaluate and improve performance in numerous industries and organizations. Therefore, this study used this matrix to construct a model for evaluation and analysis, providing suggestions on improving e-learning systems. This approach maintained the simple response model of Likert scales, which increases the efficiency and accuracy of data collection. Furthermore, the fuzzy membership function of the discriminant index was constructed based on the confidence interval, thereby solving the problems of sampling error and the complexity of collecting fuzzy linguistic data. Besides, we simplified calculations by standardizing test statistics to increase evaluation efficiency. As a result, this study improved the quality of e-learning system, enhanced users’ learning effectiveness, satisfaction, and engagement, and achieved the goal of sustainability.


2021 ◽  
Vol 2 (3) ◽  
pp. 269
Author(s):  
Nansy Stephanie Mongi ◽  
Hendry Hendry

The development of e-learning system ini companies is very important in the learning process and training of employees or agents to achieve company goals. Like at PT. Global Infotech solution where the learning process still uses manuals so that it hinders learning because to hold training is quite large ini incurring costs for agents who are outside the region. Therefore companies need an e-learning system to help the employee agent learning process to be more affective. E-learning system have been developed and implemented using the moodle platform, which is one of the learning management system. The development method used is the ADDIE (Analysis, Design, Implementation, Evaluation) model so that it is faster ini developing an e-learning system platform according to user needs in the company. The results of the e-learning system research were assessed through employee agent responses from the learning aspect of 84.75% with a good category, seen from the display aspect of 86.05% with the very good category, seen from the aspect of the e-learning system using the Moodle platform of 80, 32% with a good category, and the last one seen from the material aspect in the e-learning system with an interesting concept of 89.82% with the very good category. So the overall assessment of the quality of the e-learning system as a whole is 85.25 with a good category. With this e-learning system, the learning process will be more efficient in displaying learning information needed by company agents in a web-based form and can be accessed by users online as long as they are connected to the internet.


Author(s):  
Rostislav Fojtík

Abstract Distance learning and e-learning have significantly developed in recent years. It is also due to changing educational requirements, especially for adults. The article aims to show the advantages and disadvantages of distance learning. Examples of the 20-year use of the distance learning form of computer science describe the difficulties associated with the implementation and implementation of this form of teaching. The results of students in the full-time and distance form of teaching in the bachelor’s study of computer science are compared. Long-term findings show that distant students have significantly lower scores in the first years of study than full-time bachelor students. In the following years of study, the differences diminish, and students’ results are comparable. The article describes the possibilities of improving the quality of distance learning.


2020 ◽  
Vol 22 (12) ◽  
pp. 21-27
Author(s):  
Kostikova N.A.

Currently, in the context of the widespread use of e-learning technologies and distance educational technologies, it is necessary to train future teachers, taking into account the peculiarities of solving professional problems in an electronic information and educational environment, to develop students' relevant competencies, including network communicative competence. Despite the large number of studies devoted to the communicative aspect of the teacher's activities, the problem of the formation of network communicative competence in the electronic information and educational environment has not been sufficiently studied. Based on the analysis of scientific literature, the results of the questionnaire survey of students, some methods of forming network communicative competence in future teachers in the study of various disciplines, in the course of teaching practice, and scientific research are proposed. The analysis of the conditions and factors that determine the choice of methods for the formation of the specified competence has been carried out. These factors are associated with the teachers' perception of the peculiarities of communication in the electronic information and educational environment, the didactic and communicative potential of resources and tools of the electronic information and educational environment, the choice of methods and technologies for organizing interaction, the selection of educational material that allows the development of components of network communicative competence, the design of tasks and exercises for the development of network communicative competence, the choice of modes, schemes and forms of organization of interaction, the organization of feedback, control of the level of formation of the network communicative competence, the implementation of reflection. The formed network communicative competence will contribute to a more effective solution by the teacher of communicative tasks in the electronic information and educational environment, which will improve the quality of training of future teachers in the electronic information and educational environment.


Author(s):  
Муса Увайсович Ярычев

В статье рассматривается вопрос о цифровизации школы, как важном условии повышения качества образования. Организованная при помощи электронных форм среда обучения предоставляет ученикам большую самостоятельность. Необходимым условием совершенствования системы образования выступает создание новых, необходимых для цифровой экономики компетенций педагога. The article considers the issue of school digitalization as an important condition for improving the quality of education. The e-learning environment provides students with greater independence. A necessary condition for improving the education system is the creation of new teacher competencies necessary for the digital economy.


Ingenium ◽  
2012 ◽  
Vol 6 (13) ◽  
pp. 11
Author(s):  
Ángela Andrea García ◽  
Juan Carlos Cuéllar Q.

La posibilidades de interactividad propias de la IPTV (e.g., video bajo demanda, pago por ver, E-Learning), hacen prever, a corto plazo, el fortalecimiento de su presencia en el país. Esa masificación, sumada al hecho de ser un servicio que se presta en tiempo real y a su reconocida sensibilidad a la latencia, los retardos y la pérdida de paquetes, constituyen un reto para proveer un servicio que reúna las expectativas de calidad de sus usuarios. En esa tarea, administrar la prioridad en el tráfico puede ser fundamental. Los mecanismos de QoS (Quality of Service) pueden ser un gran aliado, al permitir el manejo rápido de aplicaciones de misión crítica. El artículo inicia con una visión general de la IPTV, sus servicios y arquitectura; la presentación de algunos conceptos aplicados al tema (e.g. QoS, QoE, IPTV sobre ADSL) y cierra con la presentación de mecanismos de calidad de servicio aplicados a IPTV y una valoración de la situación de dos proveedores de este servicio en Colombia.


2020 ◽  
Author(s):  
Almira Osmanovic Thunström ◽  
Iris Sarajlic Vuković ◽  
Lilas Ali ◽  
Tomas Larson ◽  
Steinn Steingrimsson

BACKGROUND Immersive virtual reality (VR) games are increasingly becoming part of everyday life. Several studies support immersive VR technology as a treatment method for mental health problems. There is however minimal research into the feasibility, prevalence, and quality of commercially available VR games on commercial platforms as tools for treatment or add on to treatment of mental health problems. OBJECTIVE The aim of this study was to explore the prevalence, feasibility and quality of commercially available games related to psychotherapy on a commercially available platform. METHODS We performed a search for keywords related to diagnosis and treatment strategies of mental health problems. The search was performed during March 27th on STEAM (VR content and gaming platform). A usability scale was used as a tool to look at the interaction and usability of the games, the VR-UI-UX-8. The tool contains 8 statements about usability scored 0-10, 0 indicating “Not at all” and 10 indicating “very much so”. The score ranges from 0-80 with a higher score indicating worse usability. RESULTS In total, 516 hits were found, 371 unique games. After the games were reviewed, 83 games passed the inclusion criteria, were purchased and played. Majority of the games which were excluded were either not connected to mental health, contained violence, adult content or were in other ways irrelevant or inappropriate. The mean score for the games on the VR-UI-UX-8 was 16.5 (standard deviation 15.8) with a range from 0-68. Most relevant and feasible games were found in the search words meditation, mindfulness, and LSD. CONCLUSIONS Commercial platforms hold great potential for VR games with psychotherapeutic components. The platforms are only at the beginning of the development towards serious games, e-learning and psychotherapeutic treatments. Currently the quality and usability for clinical and at home applicability are scarce, but hold great potential.


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