scholarly journals A Conceptual Model for Institutional Adoption of Learning Technologies in Higher Education

10.29007/9bks ◽  
2019 ◽  
Author(s):  
Mncedisi Mabhele ◽  
Jean-Paul Van Belle

As learning technologies advance and become more ubiquitous, particularly in e- learning, new opportunities are emerging for higher education institutions to address significant academic and administrative challenges. Driven by increasing competition, changing environments and other market forces, institutions are considering learning technologies in order to thrive and remain relevant. This study gathered insights from existing literature to propose a conceptual model that supports decision making in the adoption of learning technologies by higher education institutions. The conceptual model adopts the Transformative Framework for Learning Innovation as its foundation and superimposes the Emerging Learning Technologies Model. The resulting model provides a clear guidance for higher education institution to achieve five key learning characteristics. This paper found that combining these two approaches provides a logical approach for higher education institutions to address organisational, strategic and learning-specific dimensions in a coherent format. Furthermore, academics and practitioners can benefit from valuable insights in the proposed alternative approach to learning technology adoption.

Author(s):  
Vadym Tkachenko ◽  
Vadym Chychuk ◽  
Mykola Zakharevich ◽  
Yuliia Nenko

The article focuses on the students’ readiness for online education in Ukrainian pedagogical higher education institutions, since distance learning is not only a new learning technology for teachers-to-be, but also the object of their study and further application in the pedagogical career. The study employed the authors’ questionnaires for 120 faculty members and 320 students, observations and diagnostic tests. To assess the students’ current readiness for e-learning, the following criteria were employed: independence in the acquisition of knowledge, cognitive activity, mastering methods of online education activities. Characteristics of levels of students’ readiness for e-learning are given. The need for initial training of teachers and students to use distance learning technologies is confirmed. Analysis of research data revealed mostly medium and sufficient level of teachers’-to-be independence of learning, cognitive activity and experience of application of online educational activities. Basic conceptual positions and conditions for effective e-learning in Ukrainian pedagogical higher education institutions as prerequisites for students’ readiness for e-education are described.


1969 ◽  
Vol 38 (1) ◽  
pp. 45-65 ◽  
Author(s):  
Heather Kanuka ◽  
Jennifer Kelland

The purpose of this study was to determine the extent of agreement among experts on the impact of e-learning technology in Canadian higher education learning experiences. Fourteen participants who are experts in e-learning in higher education agreed there are contentions about e-learning technologies in the following areas: (1) a platform for ideal speech; (2) greater opportunities for interactions; (3) the extent to which communities of learners can be created; (4) provision of a new kind of learning environment; (5) a platform for discussions; (6) demand for e-learning by students; (7) the degree to which the environment is equal and equitable; and (8) the quality of the learning experience. The findings of this study indicate that the value of e-learning requires further research before higher education leaders and teacher-practitioners are willing to incorporate them in teaching practices and policy documents.  


2012 ◽  
Vol 6 (1) ◽  
pp. 26 ◽  
Author(s):  
Javed Nayyar Malik ◽  
Rosli Bin Mahmood

This paper develops a conceptual model of public sector corporate entrepreneurship for the state government higher education institutions. The proposed model is intended to depict the main antecedents that relate to corporate entrepreneurship within the public sector higher education institution  and the impact of corporate entrepreneurship on public sector HEI’s performance, as well as factors influencing its continuous performance.


Author(s):  
Phillip Olla

E-learning applications are becoming commonplace in most higher education institutions, and some institutions have implemented open source applications such as course management systems and electronic portfolios. These e-learning applications initiatives are the first step to moving away from proprietary software such as Blackboard and WEBCT toward open source. With open source, higher education institutions can easily and freely audit their systems. This chapter presents evaluation criteria that was used by a higher education institution to evaluate an open source e-learning system.


Management ◽  
2021 ◽  
Vol 33 (1) ◽  
pp. 74-84
Author(s):  
Iryna Goncharenko

BACKGROUND AND OBJECTIVES. The strategy of innovation development in Ukraine envisages the creation of innovative ecosystem of higher education institutions. Analysis of the current state of interaction between science, business and the state in Ukraine shows that most of the technologies and developments created as a result of scientific and technical activities of higher education institutions have not yet been implemented in the real economy. Communication interaction between representatives of higher school and enterprises involves the initiation of the innovation ecosystem. Practical implementation of conceptual model of Hackathon-ecosystem of technology transfer in higher education institution will allow to move to a new level of innovative development of higher education institution.METHODS. The study used: the DFD method for constructing a context diagram and diagram 1 level of functioning of the Hackathon ecosystem of technology transfer in higher education institution; information and technological approaches to the project management of HETT creation in the university to ensure effective management of project data flow; qualitative and operational communication between the project stakeholders.FINDINGS. The developed conceptual model of Hackathon-ecosystem of technology transfer in higher education institutions allows to take into account the specifics of functioning of higher education. The proposed block diagram of the initialization project of the creation of the Hackathon-ecosystem of technology transfer consists of 7 stages, which allows to take into account the specifics of the university. The optimal composition of stakeholders of the Hackathon-ecosystem of technology transfer in higher education institutions is defined: initiator, manager, team, customer, curator, owner, competitors, sponsor, authorities, community groups, consumers, organizations, suppliers and contractors.CONCLUSION. Practical implementation of the developed conceptual model of Hackathon-ecosystem of technology transfer in higher education institutions allows to generate ideas in accordance with market requirements and implement the most effective; to determine the needs and interests in establishing cooperation between representatives of higher education and business; to determine the compliance of the prototypes created with the needs of stakeholders and will provide feedback regarding the functioning of Hackathon-ecosystem of technology transfer.


2012 ◽  
Vol 4 (4) ◽  
pp. 33-43
Author(s):  
Phillip Olla

E-learning applications are becoming commonplace in most higher education institutions, and some institutions have implemented open source applications such as course management systems and electronic portfolios. These e-learning applications initiatives are the first step to moving away from proprietary software such as Blackboard and WEBCT toward open source. With open source, higher education institutions can easily and freely audit their systems. This article presents evaluation criteria that was used by a higher education institution to evaluate an open source e-learning system.


2021 ◽  
Vol 15 (2) ◽  
pp. 184-190
Author(s):  
Andrija Bernik

This paper explains the concept of gamification, lists the current models according to which educational e-courses can be designed, and proposes a conceptual eRIOOS model aimed at higher education. The aim of the research as well as the purpose of creating a conceptual model of gamification is to standardize the elements of computer games that can be used in educational e-courses at higher education institutions. In the preparation of this research, the emphasis was placed on the invention and analysis of professional and scientific literature for creating a conceptual model. The model contains a logical representation of two levels of complexity. Three separate e-courses have been created in different courses within the two University institutions, which serve as a tool to check the correctness of the conceptual eRIOOS model. The result of the research is a confirmed conceptual model that is suitable for creating Moodle e-courses of IT teaching orientation in higher education institutions.


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