RAPAD

2011 ◽  
pp. 1-29 ◽  
Author(s):  
Ray Webster

This chapter introduces RAPAD, a reflective and participatory methodology for e-learning and lifelong learning. It argues that by engaging in a reflective and participatory design process for a personalized e-learning environment, individual students can attain a conceptual change in understanding the learning and e-learning process, especially their own. Students use a framework provided by the concept of a personal cognitive or learning profile and the design and development of a personalized e-learning environment (PELE) to engage with key aspects of their learning. This results in Flexible Student Alignment, a process by which students are better able to match their learning and e-learning characteristics and requirements to the practices, resources, and structures of universities in the emerging knowledge society. The use of Web-based technologies and personal reflection ensure that RAPAD is well-placed to be an adaptive methodology which continues to enhance the process of lifelong learning.

Author(s):  
George N. Triantafyllakos ◽  
George E. Palaigeorgiou ◽  
Ioannis A. Tsoukalas

In years past, many methodological approaches, methods and techniques have been implemented based on the belief that users can and should be involved in the design process of technology products that affect them. Inspired by the findings of research involving users and particularly students at diverse levels and phases of the design process of technology products, we have developed the We!Design methodology, a student-centered participatory design methodology that assigns students a primary role in the design process. We present the various phases of the We!Design methodology, examine the results of its application in four different design projects (a web-based e-assessment application for tertiary education, a course website, an e-Portfolio application, and a Tablet-PC-based e-assessment application for secondary education) and elaborate upon our overall experiences with the methodology during the past 3 years. Participant evaluations indicated that the We!Design methodology was an adequate means for successful elicitation of students’ needs and their application in educational software design.


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.


Author(s):  
Randall Stieghorst ◽  
Andrea L. Edmundson

Web-based and self-paced learning modules have become a common-and sometimes primary-tool used by the Ethics & Compliance departments of global organizations to educate employees worldwide. These e-learning modules provide guidance around such topics as the company’s Code of Conduct, specific policies or laws, globally applicable corporate standards, and how best to manage ethical dilemmas in a corporate environment. In this case, the authors describe the instructional design process that were used on various ethics and compliance courses to achieve a more global, regional, or country-specific applicability, including an overview of changes made to content and methodology that was originally perceived as “very American.”


Author(s):  
Virve Siirak

In this chapter it is argued that blended learning with web-based support by the Moodle e-learning environment based on social constructivist learning theory is an effective tool for teaching and learning ergonomics and human factor issues for future managers. The author has eight years experience of computer based teaching and learning. The author`s own teaching experience of the Moodle e-learning environment for creating and providing courses in Tallinn University of Technology (TUT), in Tallinn School of Economics and Business Administration at TUT, will be presented. According to the questionnaires given to students at the end of each course, the teaching and learning in the Moodle e-learning environment as blended learning is very useful for development of a learning culture and efficiency. The efficiency and motivation for learning are higher than providing traditional methods of learning. New possibilities and dimensions for teaching and learning are opening.


Author(s):  
Pooja Siddharth Sukhdeve

Technology is ever-changing and ever-growing. One of the newest developing technologies is augmented reality (AR), which can be applied to many different existing technologies, such as computers, tablets, and smartphones. This chapter discusses the immersive learning process and the usage of AR into a simulated or in an artificial environment. Discussed is the background information on how the AR use in educational industries and the design process of AR immersive learning environment. The chapter also evaluates the benefits if immersive learning and AR.


2013 ◽  
Vol 1 (2) ◽  
pp. 369 ◽  
Author(s):  
Carina Sparud-Lundin ◽  
Ulrika Josefsson ◽  
Marie Berg ◽  
Anna-Lena Hellstrom ◽  
Ingalill Koinberg ◽  
...  

Background: E-health solutions are increasingly being developed to meet patients’ preferences and promote their participation in healthcare. Few studies have explored the participatory design process from the perspective of person-centeredness, including how it becomes materialized in technology. This paper explores how applied participatory approaches and the design of 4 web-based interventions directed towards long-term illness correspond to key areas of person-centeredness. Methods: Data were collected during 2009 to 2012, from 4 Swedish research projects. The analysis followed an inductive approach involving a step-wise cross-case analysis. The purpose was to create shared knowledge and understanding of each separate case and to generate relevant categories.Results: A number of question areas describe the dialogue with the case participants. Results of the dialogue are categorized into 4 support areas: psychological/emotional, personal, information and technical. Person-centeredness becomes visible in the participatory design process as the approach promotes the development of a holistic view of the person and the illness and a partnership between patients and carers. The use of communication technology exemplifies concrete materialization of person-centeredness in the design of the web-based supports. The purpose of the web supports and the shaping of the actual use of the functionalities are more abstract forms of materialization.Conclusions: Our results contribute to a central development area within eHealth involving increased opportunities for patients to contribute actively in real time, obtaining access to information and sometimes interacting with carers. However, neither participatory approaches nor technology for online information and communication, can guarantee person-centeredness in isolation.


2016 ◽  
Vol 5 (1) ◽  
pp. 14
Author(s):  
Ulfa Sari Febriani ◽  
Hamidah Hamidah ◽  
Okkita Rizan

Teaching and learning process in SMK Negeri 1 Pangkalpinang are still conventional, where the students and teacher activities are only conducted in classroom. Various teaching concepts and techniques have been developed to complement the conventional methods that rely solely on a one-way method of learning andteaching in the classroom. One of teaching methods is currently being developed is e-learning. E-learning is Teachers’aid in distributing their materials where they must not attend in classroom, but use internet access. It is the best way to maximized the studying time in limited rooms.E-learning could help teaching and  learning process more efficient. To realize E-learning Application in SMK Negeri 1 Pangkalpinang, it can be carried out by Learning Management System (LMS) design using Moodle. Moodle (Modular Object Oriented Dynamic Learning Environment) is one off the free LMS that can be downloaded, be utilized and be modified with a license as GPU (General Public License). The E-learning website will be used as additional discussion media for discussing unfinished learning materials, and multiple-choice exams and submitted tasks.


2020 ◽  
Vol 7 (2) ◽  
pp. 88
Author(s):  
Sefiu Taiwo Oloruntoyin

This work investigates the integration of e-Learning systems and knowledge management technology to improve, capture, organize and deliver large amounts of knowledge. First, a model is proposed for the phases of knowledge management. The model is then enhanced with concepts and technology from e-Learning. The model is then used to illustrate real world scenarios that add increasing amounts of knowledge management to an e-Learning environment. The system, AMID promises high interactivity, efficiency and effectiveness of integration of knowledge management and e-learning. In addition, the developed system will enhance technical learning process.


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