INFORMATION AND COMMUNICATION TECHNOLOGY SKILLS FOR PRE-SERVICE AND IN-SERVICE TEACHERS FOR THE POST-COVID-19 ERA. IMPLICATIONS FOR POLICY AND PRACTICE

2021 ◽  
Author(s):  
Ayman Massouti
2022 ◽  
pp. 56-77
Author(s):  
M. E. Kamogelo Setati-Legodi ◽  
Leila Goosen

The purpose of online learning is for learners to be able to access their learning material remotely and teachers to be able to facilitate learning and teaching with the use of information and communication technology (ICT) in education. The research reported in this chapter introduced the limited use of ICT tools and resources for teaching and learning at a primary school based in Tsakane township and explored the policy and practice challenges for equality in terms of community engagement. The chapter will introduce the purpose of the research, as well as the objectives and research questions, and will then proceed to provide background in terms of a detailed literature review. This chapter will proceed to identify limitations and assumptions, outline the problem statement, as well as the research methodology used in the study, together with a discussion of the results collected towards solutions.


2020 ◽  
Vol 11 (1) ◽  
pp. 75-91
Author(s):  
Polyxeni Kaimara ◽  
Emmanuel Fokides ◽  
Antonia Plerou ◽  
Pinelopi Atsikpasi ◽  
Ioannis Deliyannis

“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness. The results revealed that game-playing experience had a more positive impact in the case of males, while perceived learning effectiveness of 2D was higher compared to the 3D serious game for both genders. Moreover, there are differentiations among females concerning the scientific background, Information and Communication Technology skills and game-playing experience.


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