scholarly journals Evaluating e-learning on an international scale: An audit of computer simulation learning materials in the field of dentistry

Author(s):  
Ai Ohsato ◽  
Naoko Seki ◽  
Tam Thi Thanh Nguyen ◽  
Janelle Moross ◽  
Masayo Sunaga ◽  
...  
2012 ◽  
Vol 67 ◽  
pp. 189-195 ◽  
Author(s):  
Hasmawati Hassan ◽  
Fatimah Hassan ◽  
Norziani Dahalan @ Omar ◽  
Zuraini Zakaria ◽  
Wan Asna Wan Mohd Nor

2019 ◽  
Vol 6 (1) ◽  
pp. 1-7
Author(s):  
Sujatha P ◽  
Thippu Sulthan H

In the current scenario, English plays an inevitable role in all the fields. The learners and teachers of this language understood the need of it and have taken certain steps to learn/teach language effectively using different methods to meet the needs of the society. Only recently, after the outlook of ELT scholars moved towards a blend of methods to suit the unique needs of a particular class and students during the post methods era, This paper is an attempt to design classroom activities based on CLL using E-learning materials to teach listening skills.


2019 ◽  
Vol 5 (2) ◽  
pp. 169-189
Author(s):  
Liubomir Djalev ◽  
Stanislav Bogdanov

The purpose of the study is to examine the pedagogical usability of interactive e-learning materials for foreign language practice. It is based upon two studies of the expected between-group and within-group differences among participants in the educational process. The sample consists of two groups – lecturers and students, a total of 100 participants, each evaluating four materials specifically prepared for this study. Two consecutive repeated measures ANOVA were conducted in which the gender/age, the position of the participants in the educational process, and usability dimensions were the independent variables. Results indicated that all independent variables and their interactions have a significant effects on the evaluations of the pedagogical usability. Women tend to assign higher values than men. Аge groups generally differ in their evaluations, although there is a tendency to give similar ratings for the individual dimensions of pedagogical usability. The 31-40 years age group evaluates the materials higher while the lowest evaluations are given by the groups of 21-30 and 50+ year old participants. Students tend to rate the pedagogical usability systemically higher than the lecturers. Usability dimensions also have a significant effect on evaluations. The most prominent feature of the materials, by a great margin, is their Applicability. The findings corroborate previous research which show age and gender differences in web usability do exist. We conclude that these differences exist as much in pedagogical usability as in technical usability. Further investigations are suggested to explore more deeply the differences in the perceived pedagogical value of e-learning materials as this has implications for instructional designers, teachers and learners alike.


2021 ◽  
Vol 40 (2) ◽  
pp. 495-507
Author(s):  
Muhamad Ahsan ◽  
Aun Falestien Faletehan

One of the ways to raise an entrepreneurial spirit through learning processes is the use of game simulation. Learning materials delivered using game simulation are expected to improve knowledge, understandings, and insights related to entrepreneurship. This study aimed to examine individual’s understanding of game-based entrepreneurship learning based on the expressions of like and dislike. Data of this study were collected by means of an open-ended questionnaire through a survey conducted for nine years (2011-2019). As many as 441 students participated in the entrepreneurship game called “Start and Improve Your Business (SIYB)” at a university in Indonesia. The collected data were analyzed qualitatively using NVivo 12plus. The results showed that participants liked the game because it could increase their entrepreneurial passions, skills, insights, and mindsets. However, what participants did not like about the game was related to its’ characteristics, the personal issues that it came out with, and the teamwork in the game. This study contributes to the development of a game-based entrepreneurship learning model by identifying participants' interests and discussing the strengths and weaknesses of the game implementation.  


2014 ◽  
Vol 61 (1) ◽  
pp. 77-87
Author(s):  
Marjan Krašna ◽  
Tomaž Bratina

Today's student population is rightfully categorized as digital natives. From the beginning of their education, they used ICT. The technological gadgets, internet, and social networks are like a glove to them. Such generation of students require more than just textbooks. In the 2013 University of Maribor establish a task force for e-learning materials development. The goal was to identify the optimal technological, didactical and financial approach to the long process of e-learning materials development. Members of the task force have many workshops presenting different views, acquired experiences from their previous projects, technological constraints, prediction, etc. During these workshops it was decided it would be the best to prepare different types of e-learning materials and test them by the students. From their feedbacks we could set the guidelines for large scale production. At the Faculty of Arts, Faculty of Natural Sciences and Mathematics and Faculty of Education students needs to acquire also the digital competences to become successful teachers. For special didactics study programs different types of e-learning materials were produced with different technological approach. The concept was to upgrade the previous deliverables (PowerPoint slides) and narrate them. Narrated slides would enable students to refresh their lectures and should be used as blended e-learning materials. Narrations were prepared in different format: textual narration, voice narration and video narration. But later it was decided that these types are not enough and a mix of narratives (integrated multimedia learning materials) could be used on individual slides depending on the content of the slide. Students first receive the lecture in the classroom and in the same week they need to study associated e-learning materials and write their review of corresponding e-learning materials. In their review students were required to log the required time for studying the e-learning materials; benefits and drawbacks; potential improvement of e-learning materials; and open text of impression of using e-learning materials. Effectiveness and outcomes were tested with the electronic quizzes. Students were highly motivated with these new types of learning materials and provide us valuable feedback. Most efficient were text narrated learning materials, but the favourite was integrated multimedia learning materials. Video and audio narrations take them more time to study since they were constrained with the speed of speech of the recorded lecturer. Key words: design, distance education, e-learning, learning materials, verification and validation.


2020 ◽  
Vol 6 (2) ◽  
pp. 142-155
Author(s):  
Noor Fajriah ◽  
Taufiq Hidayanto ◽  
Rizki Amalia

Perguruan Tinggi diharapkan dapat menyiapkan sumber daya manusia yang berkompeten dan mampu bersaing di dunia kerja khususnya pada revolusi industri 4.0. Salah satu bentuk jawaban dari tantangan revolusi industri 4.0 dalam praktik pembelajaran di Perguruan tinggi adalah pemanfaatan e-learning. Penelitian ini bertujuan untuk mengembangkan bahan ajar materi relasi rekurensi berbasis blended learning yang valid dan efektif. Bahan ajar dikembangkan menurut prosedur pengembangan bahan ajar 4D (Define, Design, Develop, dan Disseminate). Pengembangan hanya difokuskan pada tahap Define, Design, dan Develop. Pada tahap develop, ahli yang dilibatkan sebagai validator sebanyak dua orang pada sesi penilaian ahli (expert appraisal). Hasil validasi bahan ajar adalah Va=3,38 dan berskor lebih dari atau sama dengan 2 pada setiap aspek di masing-masing validator, sehingga bahan ajar dinyatakan valid. Setelah bahan ajar divalidasi, bahan ajar diuji keefektifannya dengan melibatkan 42 mahasiswa sebagai subjek pada sesi Uji Pengembangan (Developmental Testing). Hasil uji keefektifannya yaitu Ka=3,30 dan berskor lebih dari atau sama dengan 2 pada setiap aspek di masing-masing subjek uji. Oleh karena itu, bahan ajar dinyatakan efektif.


2021 ◽  
Vol 14 (2) ◽  
pp. 49-61
Author(s):  
Saida U Ulfa ◽  
Deddy Barnabas Lasfeto ◽  
Izzul Fatawi

Author(s):  
Barbara Kurshan ◽  
Anne Schreiber ◽  
Peter Levy

Advances in information technologies have created unique opportunities for the free exchange of ideas on a global scale. To this end, a growing number of education stakeholders are finding that applying an open source approach to content development provides an extraordinary opportunity to change the curricula paradigm. Access to quality learning materials and the free exchange of knowledge is increasing. The authors explore the increased adoption of open and shared educational resources (OSER), with such examples as Curriki. Curriki extends the model by providing an integrated learning environment and resource repository centered on a culture of collective participation.


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