scholarly journals The Presentation Pattern of Digital Learning Objects (Partial / Total) in an E-Learning Environment and Its Impact on Developing the Quality Skills of the Production of Educational Multimedia for Educational Technology Students

Author(s):  
Bushra Abdel-Majeed
Author(s):  
Shalin Hai-Jew

The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive spaces for e-learning, more awareness of related fundamentals may enhance e-learning. This chapter discusses the role of graphics in interactivity (live and automated) and immersion and strategies for creating effective interfaces, virtual spaces, contexts, agents, and 3D digital learning objects.


2011 ◽  
pp. 1682-1711
Author(s):  
Shalin Hai-Jew

The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive spaces for e-learning, more awareness of related fundamentals may enhance e-learning. This chapter discusses the role of graphics in interactivity (live and automated) and immersion and strategies for creating effective interfaces, virtual spaces, contexts, agents, and 3D digital learning objects.


Author(s):  
Shalin Hai-Jew

This chapter focuses on a multi-institutional shared curricular-build project (2009) out of Kansas State University, Johnson County Community College, Kansas City Kansas Community College, and Dodge City Community College. This project involved the building of a range of digital learning objects for modules for an online course that will be taught at the various institutions in both online and hybrid formats. This collaboration is unique in that it brought together experts from cross-functional domains (from both the empirical sciences and the humanities) for an interdisciplinary freshman level course. The team collaborated virtually through computer mediated communications and built e-learning based on instructional design precepts. The curriculum was built to the standards of the public health domain field, the Quality Matters™ rubric (for e-learning standards), federal accessibility guidelines, intellectual property laws, and technological interoperability standards (with the curriculum to be delivered through four disparate learning / course management systems). This chapter focuses on the socio-technical structuring of a local virtual work ecology to support this “Pathways to Public Health” project.


2011 ◽  
pp. 1364-1392
Author(s):  
Shalin Hai-Jew

This chapter focuses on a multi-institutional shared curricular-build project (2009) out of Kansas State University, Johnson County Community College, Kansas City Kansas Community College, and Dodge City Community College. This project involved the building of a range of digital learning objects for modules for an online course that will be taught at the various institutions in both online and hybrid formats. This collaboration is unique in that it brought together experts from cross-functional domains (from both the empirical sciences and the humanities) for an interdisciplinary freshman level course. The team collaborated virtually through computer mediated communications and built e-learning based on instructional design precepts. The curriculum was built to the standards of the public health domain field, the Quality Matters™ rubric (for e-learning standards), federal accessibility guidelines, intellectual property laws, and technological interoperability standards (with the curriculum to be delivered through four disparate learning / course management systems). This chapter focuses on the socio-technical structuring of a local virtual work ecology to support this “Pathways to Public Health” project.


Author(s):  
Shalin Hai-Jew

Supporting quality e-learning in an institution of higher education is a non-trivial task. This challenge stems from the complexity of online learning with a mesh of laws (such as intellectual property and accessibility ones) and policies that undergird the foundational level of quality. There are the ever-evolving technological challenges—of technological learning platforms, digital learning objects, authoring tools, multimedia, the Internet, and the Web. In an academic environment which emphasizes academic freedom, there are few levers to motivate quality—except through faculty-imposed standards, funding mechanisms, quality endorsements, or other incentives. The variance in learning domains may make a shared concept of quality more elusive and likewise variant. Professional subject matter experts and faculty members have different preferences and standards as well, and their choices of teaching methods will vary. Learner expectations affect the concept and perception of quality. The normal constraints of resources, budget, time, knowledge, and skills, also apply as potential challenges to a friction-free development of quality e-learning. This chapter uses the instructional design framework to reflect on practical ways to support quality e-learning.


Author(s):  
Ana Emilia Figueiredo de Oliveira ◽  
Elza Bernardes Monier ◽  
Maria Fátima Gatinho ◽  
Suzana Melo Franco ◽  
Marcelo Henrique Alves Junior

1970 ◽  
Vol 6 (2) ◽  
Author(s):  
Hugo Rego ◽  
Tiago Moreira ◽  
Francisco José García-Peñalvo

The main aim of the AHKME e-learning platform is to provide a system with adaptive and knowledge management abilities for students and teachers. This system is based on the IMS specifications representing information through metadata, granting semantics to all contents in the platform, giving them meaning. In this platform, metadata is used to satisfy requirements like reusability, interoperability and multipurpose. The system provides authoring tools to define learning methods with adaptive characteristics, and tools to create courses allowing users with different roles, promoting several types of collaborative and group learning. It is also endowed with tools to retrieve, import and evaluate learning objects based on metadata, where students can use quality educational contents fitting their characteristics, and teachers have the possibility of using quality educational contents to structure their courses. The learning objects management and evaluation play an important role in order to get the best results in the teaching/learning process.


2021 ◽  
Vol LXIV (5) ◽  
pp. 503-519
Author(s):  
Evgenia Goranova ◽  
◽  
Valentina Voinohovska ◽  

The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.


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