The Adaptation of a Residential Course to Web-Based Environment for Increasing Productivity

2018 ◽  
pp. 586-606 ◽  
Author(s):  
Hakan Tüzün ◽  
Hatice Çıralı Sarıca ◽  
Nihal Menzi Çetin ◽  
Mehmet Kokoç ◽  
Gülşen Sert ◽  
...  

This study examines the design process of a blended learning environment using a learning management system to transform Basic English courses into the web-based distance learning format in the School of Foreign Languages at a large scale research university in Turkey. The research design was based on design-based research and the ASSURE, which is an instructional design model. A design plan was created based on the needs indicated by the analysis, and the necessary materials were developed and transferred to the learning management system. A usability test of the environment was conducted for increasing efficiency of environment, facilitating learning, increasing productivity and making the environment more user-friendly. As a result, an environment was designed where instructors can create the desired multimedia materials (videos, exercises, quizzes). Students can access these materials, discuss with each other and instructor (chat, discussion) and assess their learning outcomes (weekly homework, quizzes, games).

Author(s):  
Hakan Tüzün ◽  
Hatice Çıralı Sarıca ◽  
Nihal Menzi Çetin ◽  
Mehmet Kokoç ◽  
Gülşen Sert ◽  
...  

This study examines the design process of a blended learning environment using a learning management system to transform Basic English courses into the web-based distance learning format in the School of Foreign Languages at a large scale research university in Turkey. The research design was based on design-based research and the ASSURE, which is an instructional design model. A design plan was created based on the needs indicated by the analysis, and the necessary materials were developed and transferred to the learning management system. A usability test of the environment was conducted for increasing efficiency of environment, facilitating learning, increasing productivity and making the environment more user-friendly. As a result, an environment was designed where instructors can create the desired multimedia materials (videos, exercises, quizzes). Students can access these materials, discuss with each other and instructor (chat, discussion) and assess their learning outcomes (weekly homework, quizzes, games).


2021 ◽  
pp. 234763112110498
Author(s):  
Parimala Veluvali ◽  
Jayesh Surisetti

Online education helped resume learning that had come to a momentary and uncertain pause with the onset of COVID-19 pandemic across the globe. Since then, learning in many educational institutions continued through synchronous and asynchronous modes, with teaching being undertaken remotely on digital platforms. In this large-scale migration towards online mode of curriculum delivery induced by the pandemic, the institutional learning management system (LMS) had a critical role to play in ensuring uninterrupted learning and student engagement. By drawing heavily from extant works, learnings from MOOC platforms, observations from the LMS applications in corporate training, the present article synthesis the extant literature on how the effective use of LMS can make the learning process interactive, student centric, catering to the needs of diverse learners in higher education.


Author(s):  
Chris Haskell

Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for effectively employing games, like quest-based learning, as educational tools are developing. This chapter explores the use of game-based pedagogy for a pre-service teacher education course, as well the development of a quest-based learning management system (3D GameLab) to support the class. The chapter is grounded in design-based research, and discusses four phases of development and theory generation. In each of these phases, the quest-based learning management system, course curriculum, and game-based pedagogy were subject to the same iterative process to test and generate new theory toward game-based/quest-based learning.


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