Technology Enhanced Learning Tools

Author(s):  
Goran Shimic

This chapter emphasizes the variety of today’s e-learning systems. They have both positive and negative characteristics. Several useful tools are common for these systems. The main part of this chapter contains a detailed description of e-learning systems and their tools. If a system is appropriate for the needs of the learner then it has more intelligent behavior and its tools are more specialized. Some systems have separate tools that act as standalone applications. Others contain built in tools. In this chapter, the e-learning tools are grouped by their functions. Owing to standardization efforts, the differences between the e-learning tools become their advantages, and the e-learning systems become interoperable. The intelligent learning management systems (ILMS) become a new way to integrate the benefits of the different e-learning systems. At the end of the chapter there is a short description of an ILMS named Multitutor. This represents a possible way of future e-learning systems development.

2014 ◽  
Vol 11 (4) ◽  
pp. 1479-1497 ◽  
Author(s):  
Ricardo Queirós ◽  
Paulo Leal ◽  
José Campos

Existing adaptive educational hypermedia systems have been using learning resources sequencing approaches in order to enrich the learning experience. In this context, educational resources, either expository or evaluative, play a central role. However, there is a lack of tools that support sequencing essentially due to the fact that existing specifications are complex. This paper presents Seqins as a sequencing tool of digital educational resources. Seqins includes a simple and flexible sequencing model that will foster heterogeneous students to learn at different rhythms. The tool communicates through the IMS Learning Tools Interoperability specification with a plethora of e-learning systems such as learning management systems, repositories, authoring and automatic evaluation systems. In order to validate Seqins we integrate it in an e-learning Ensemble framework instance for the computer programming learning domain.


Author(s):  
James T Spaulding

PC-games, video-games, serious-games, educational games, and online-games are forerunners of Technology-Enhanced Learning (TEL) tools we will exploit in myriad ways in the future on a variety of novel platforms. These developments challenge ideas of how to prepare educational leaders and curriculum developers to create and apply effective and meaningful learning tools in this rapidly changing environment. This chapter examines the impact on educational leadership of these phenomena compared with previous instructional designs, including e-learning. With these insights, it also examines the infrastructure needed to expedite cross-disciplinary practice in research and educational communities to create tools for 21st century learning.


Author(s):  
James Spaulding

PC-games, video-games, serious-games, educational games, and on-line-games share learning technology that depends on a conceptual framework of experiential learning. These are forerunners of Technology-Enhanced Learning (TEL) we will exploit in the future in myriad ways. This article examines these phenomena along with their conceptual frameworks as compared with e-learning and other instructional designs. It also offers ideas on how we can prepare future developers to create more effective and meaningful learning tools by integrating playful experiential learning with inter-disciplinary practice. Finally, it briefly discusses the infrastructure needed to expedite such cross-disciplinary practice in research and educational communities to create tools for twenty-first century learning.


2017 ◽  
Vol 10 (4) ◽  
pp. 255-262 ◽  
Author(s):  
Dawn Levy

Community colleges have embraced distance education as a means to provide increased flexibility and access to their large numbers of non-traditional students. Retention rates and student achievement measures alone may not reflect all of the benefits and opportunities that online learning, blended or hybrid learning, and technology-enhanced learning may afford these students. Online learning resources should be viewed as a tremendous value-added benefit for community college students, not only for the content conveyed, but also for fostering the digital readiness, cultivating the professional personas, and encouraging the self-directed learning needed to succeed in the digitally-driven workplace.


2011 ◽  
pp. 313-325
Author(s):  
Klaus Jantke ◽  
Christoph Igel ◽  
Roberta Sturm

Humans need assistance in learning. This is particularly true when learning is supported by modern information and communication technologies. Most current IT systems appear as more or less complex tools. The more ambitious the problems in the application domain are, the more complex are the tools. This is one of the key obstacles to a wider acceptance of technology enhanced learning approaches (e-learning, for short). In computer science, in general, and in e-learning, in particular, we do need a paradigmatic shift from tools of a growing complexity to intelligent assistants to the human user. Computerized assistants that are able to adapt to their human users’ needs and desires need some ability to learn. In e-learning, in particular, they need to learn about the learner and to build an internal model of the learner as a basis of adaptive system behavior. Steps toward assistance in e-learning are systematically illustrated by means of the authors’ e-learning projects and systems eBuT and DaMiT. These steps are summarized in some process model proposed to the e-learning community.


2007 ◽  
pp. 212-231 ◽  
Author(s):  
Klaus Jantke ◽  
Christoph Igel ◽  
Roberta Sturm

Humans need assistance in learning. This is particularly true when learning is supported by modern information and communication technologies. Most current IT systems appear as more or less complex tools. The more ambitious the problems in the application domain are, the more complex are the tools. This is one of the key obstacles to a wider acceptance of technology enhanced learning approaches (e-learning, for short). In computer science, in general, and in e-learning, in particular, we do need a paradigmatic shift from tools of a growing complexity to intelligent assistants to the human user. Computerized assistants that are able to adapt to their human users’ needs and desires need some ability to learn. In e-learning, in particular, they need to learn about the learner and to build an internal model of the learner as a basis of adaptive system behavior. Steps toward assistance in e-learning are systematically illustrated by means of the authors’ e-learning projects and systems eBuT and DaMiT. These steps are summarized in some process model proposed to the e-learning community.


Author(s):  
Rawad Hammad ◽  
Zaheer Khan ◽  
Fadi Safieddine ◽  
Allam Ahmed

PurposeVarious technology-enhanced learning software and tools exist where technology becomes the main driver for these developments at the expense of pedagogy. The literature reveals the missing balance between technology and pedagogy in the continuously evolving technology-enhanced learning domain. Consequently, e-learners struggle to realise the pedagogical value of such e-learning artefacts. This paper aims to understand the different pedagogical theories, models and frameworks underpinning current technology-enhanced learning artefacts to pave the way for designing more effective e-learning artefacts.Design/methodology/approachTo achieve this goal, a review is conducted to survey the most influential pedagogical theories, models and frameworks. To carry out this review, five major bibliographic databases have been searched, which has led to identifying a large number of articles. The authors selected 34 of them for further analysis based on their relevance to our research scope. The authors critically analysed the selected sources qualitatively to identify the most dominant learning theories, classify them and map them onto the key characteristics, criticism, approaches, models and e-learning artefacts.FindingsThe authors highlighted the significance of pedagogies underpinning e-learning artefacts. Furthermore, the authors presented the common and special aspects of each theory to support our claim, which is developing a hybrid pedagogical approach. Such a hybrid approach remains a necessity to effectively guide learners and allow them to achieve their learning outcomes using e-learning artefacts.Originality/valueThe authors found that different pedagogical approaches complement rather than compete with each other. This affirms our recommended approach to adopt a hybrid approach for learning to meet learners' requirements. The authors also found that a substantive consideration for context is inevitable to test our evolving understanding of pedagogy.


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