Challenges of Change Management in E-Learning

Author(s):  
Parviz Partow-Navid ◽  
Ludwig Slusky

Higher Education, usually very slow in adopting changes, has become, in recent years, more receptive to them due to such external factors as expansion of the Internet, emergence of a new student body, and continued decline in government subsidies (Forlkers, 2005). E-learning is defined as the transmission of knowledge whereby the instructor and/or the student participate in the learning process from different places and/or different times (Henry, 2001). Many organizations have adopted e-learning with a hope to make learning process faster and better (Roshan, 2002, Needham & Thomas, 2005). However, recent studies have revealed that about 85% of students participating in e-learning and distance education fall short of completing their program. Low completion leads to low retention, which leads to low performance (Land, 2002). The problem, exacerbated by rapid changes in Information Technology, affects both the universities and the students. The university faculty attempts to deal with these radical technological and managerial changes by scaling instructions down to merely an automated text lectures with primary focus on the delivery of instructional materials ignoring other students’ needs. For students, e-learning may result in a limited experience coupled with little-known technologies for which they need extra guidance and ongoing support. The fundamental challenge is how to employ this new technology to provide students with the help they need when they need it (Gordon, 2003; Roberts, April, 2001; Sherbon, November, 2005).

2011 ◽  
pp. 1481-1487 ◽  
Author(s):  
Parviz Partow-Navid ◽  
Ludwig Slusky

E-learning is defined as the transmission of knowledge whereby the instructor and/or the student participate in the learning process from different places and/or different times (Henry, 2001). Many organizations have adopted e-learning as a way to make the learning process faster and better (Roshan, 2002). However, recent studies have revealed that about 85% of students participating in e-learning and distance education fall short of completing their program. Low completion leads to low retention, which leads to low performance (Land, 2002). The problem, exacerbated by rapid changes in information technology (IT), lies on the shoulder of the universities and the students. For universities, e-learning often is such a giant technological and managerial change that the faculty attempts to deal with it by scaling instructions down to merely automated text lectures with a primary focus on the delivery of instructional materials, rather than addressing the students’ needs. For students, e-learning is usually a short experience coupled with little-known technologies for which they need extra guidance and support that is more persistent. However, the challenge is how to employ this new technology and bring students the help they need when they need it (Gordon, 2003; Roberts, 2001).


Author(s):  
Parviz Partow-Navid ◽  
Ludwig Slusky

E-learning is defined as the transmission of knowledge whereby the instructor and/or the student participate in the learning process from different places and/or different times (Henry, 2001). Many organizations have adopted e-learning as a way to make the learning process faster and better (Roshan, 2002). However, recent studies have revealed that about 85% of students participating in e-learning and distance education fall short of completing their program. Low completion leads to low retention, which leads to low performance (Land, 2002). The problem, exacerbated by rapid changes in information technology (IT), lies on the shoulder of the universities and the students. For universities, e-learning often is such a giant technological and managerial change that the faculty attempts to deal with it by scaling instructions down to merely automated text lectures with a primary focus on the delivery of instructional materials, rather than addressing the students’ needs. For students, e-learning is usually a short experience coupled with little-known technologies for which they need extra guidance and support that is more persistent. However, the challenge is how to employ this new technology and bring students the help they need when they need it (Gordon, 2003; Roberts, 2001).


2018 ◽  
Vol 3 (3) ◽  
pp. 85
Author(s):  
Fahrobby Adnan ◽  
Muhammad Huda Muttaqin ◽  
Tio Dharmawan

Aspects of usability or usability in the user's point of view when using and utilizing a product. The use of an inappropriate method in developing the design will increase the number of requests to improve the product after it is finished. Inappropriate method of selecting methods for design development Usually occurs in applications based on Graphical User Interface (GUI), e-commerce websites, cellular services, and also technology in the field of education called e-learning. E-learning is one technology that develops a distance learning system that provides a variety of solutions where the Internet is the medium. Supported by the development of technology supported by smartphones can also be used for the learning process. With the existence of smartphones, students will more easily access learning materials, and teachers will also be easier to share the material to be received. To support the effort to obtain the level of user satisfaction without leaving the specific purpose of making the application itself a user centered design (UCD) method can be applied. UCD is a method that helps users. With the application of this method users will be satisfied and comfortable when using with the system. Based on the concepts of the UCD method and the problems that occur in e-learning especially the University of Jember E-Learning application, it can be seen that the UCD method is suitable to be applied in the development of mobile-based Universitas Jember e-learning applications with the aim of making it easier students and lecturers in the learning process at the University of Jember. This research was conducted in 3 stages, namely data collection, analysis, and system development. The data collection phase consists of literature studies, and questionnaires. The analysis phase is done by processing the data from the questionnaire and conducting usability testing. The development phase is done by building a mobile-based e-learning application. The results of this study are the University of Jember M-Learning application.


Author(s):  
Hrvoje Stančić ◽  
Sanja Seljan ◽  
Jadranka Lasic-Lazic

The authors discuss the need for digital content that represents the basis for multilingual and multi­cul­tural environment enabling multilingual information retrieval and computer-assisted translation. The authors examine the learning process of information sciences at Croatian university level education in correlation with the European context. The problem of multilingualism in the information society has been investigated in the context of the Bologna process and the requirement of the student mobility as well as in the context of different EU standards, action plans, and framework programmes. Further, the authors describe e-learning environment implemented at the university level, give the results of the re­search made among the users of the system, and discuss the potential problems considering the digitisa­tion in the process of preparation of the materials in order to enable the application of language technolo­gies for automatic translation suitable in the student mobility environment.


2021 ◽  
Vol 3 (1) ◽  
pp. 28-35
Author(s):  
Tatu Fidiatu Toimah ◽  
Yusril Ihza Maulana ◽  
Irfan Fajar

The manuscript that we examined contains the introduction of gamification into e-learning lecture activities in universities. A literature study will explain conceptual differences between the techniques and methods of mechanics and game dynamics used by students. Gamification will be combined into e-learning at a university, and this has various benefits in the learning process, such as higher motivation, more fun learning, and active learning. This Paper shows the importance of gamification in learning, including in higher education. The manuscript that we created presents a different perspective on the concept of gamification in the University. The innovation in this paper describes incorporating characteristics of gamification and e-learning that can demonstrate the practical use of gamification in e-learning. The method used is a literature study. Further research expected that this framework can be applied in various universities.


Author(s):  
Shirin Jamal

Online education has been introduced as a tool in the learning process in the majority of international universities worldwide. The term “e-learning” is defined as “any learning that involves using the internet or intranet. In this research, we tried the check the impact of online learning upon the students of Lebanese French University Erbil, Kurdistan region Iraq. The Objectives of the study are multi-folded. Firstly, to evaluate the influence of online learning upon the performance of students and secondly, to test the motivation of online learning towards the students. For this purpose, a detailed questionnaire was developed in order to get the response of the students. The questionnaire was built up and distributed to almost eighty respondents in which we got back a perfect response in complete shape only fifty.  Graph analysis has been used in order to present the response of the respondent. Mix response was recorded in which slightly negative response was in high portion. Furthermore, results showed that 60 % of respondents answered they are not happy with the online learning process and they want to have a traditional learning process that is on campus. Similarly, in each question, an extraordinary negative response toward online learning is recorded such as 76 % respondents said that they are not satisfied with this implementation of online learning. Also, they are facing hurdles and 58 % of people showed their response one of the big challenges toward online learning is a poor internet connection. 60% claimed that the instructor is not helping them to understand this whole process as a tool of online learning. The possible reason that was claimed from respondents are following: (i)This online process is first time they are interacting with,(ii) Lack of training of such online tools for the online learning process, (iii) once any student is facing trouble while this online process less support is available from the department and technical staff of the university


Author(s):  
S. N. Stoyanov ◽  
T. A. Glushkova ◽  
A. G. Stoyanova-Doycheva ◽  
I. K. Krasteva

The e-learning environment known as VES (the Virtual Education Space) was created at the University of Plovdiv “Paisii Hilendarski” in Bulgaria step by step for years as each subsequent version was built on the previous one. Initially a learning system called DeLC (the Distributed e-Learning Center) has been implemented to support blended and independent learning at the Faculty of Mathematics and Informatics at the university. DeLC was a successful project, but we identified some problems, connected with interactions between the virtual and the physical world where in fact the learning process takes place. In the following period, we started the development of ViPS (the Virtual Physical Space) based on concepts of CPSS (Cyber-Physical-Social System) and IoT (Internet of Things). VES is the ViPS adaptation to education. VES is the successor to DeLC, it provides e-learning content and e-learning education services for planning, organizing, and conducting the learning process at the Faculty of Mathematics and Informatics of the University of Plovdiv.VES supports various forms of e-learning such as blended learning, self-paced learning, lifelong learning, inclusive and game-based learning (GBL). The following aspects of VES are essential: 1) users are the focus of attention; 2) physical “things” are virtualized; 3) there is integration between the virtual and the physical worlds. Since ViPS is developed as a CPSS ecosystem, users are the focus of attention. This determines the need to develop personal assistants to participate in the processes of the ViPS space on behalf of and in the interest of users. Three intelligent agents are modeled in VES: an internal educational agent, an external educational agent, and a career consultant. MATE (the Multi-Agent Testing Environment) is a component supported in the ViPS space for training and testing of students in a game-based manner. MATE is a set of autonomous agents, each one of which has responsibilities in the common architecture that arise from training and testing needs.As a CPSS space, VES introduces new approaches and scenarios to solve complex problems in the field of e-learning. VES provides a reference architecture, which can be adapted for various forms of education supported by information and communication technologies.


Author(s):  
Aakarsh Shrivastava ◽  
◽  
Nitasha Hasteer ◽  
K. M. Soni

Massive open online courses have been popular among learners when it comes to technology-enhanced learning. With the high potential to enhance and drastically improve the learning process of the learners, MOOCs can conveniently be considered to offer blended e-learning for regular and traditional methods of learning. Universities are considering the adoption of these MOOCs by implementing different models to merge these MOOCs into the traditional classroom and regular curriculums. Multiple methods have been identified by various Universities for blended MOOCs. One such model is Curriculum Inclusive MOOC (ciMOOC) which is a framework implemented by a private Indian University to provide flexibility to both University and its students. The paper highlights the intertwined effects of the ciMOOC and records the perception of learners towards such blended models. Comparative of the evaluation methodologies adopted by the University for Curriculum Inclusive Model and the one used by a MOOC platform has been outlined. By analyzing the performance of learners in ciMOOC, the study attempts to evaluate the effectiveness of a blended model. From the analysis, we infer that a blended model of this nature reduces contact hours and facilitates the learning process.


2021 ◽  
Vol 2 (2) ◽  
pp. 1-18
Author(s):  
Rodulfo T. Aunzo

Almost every organization makes use of a Facebook group. They utilized it to debate themes and other problems concerning their own survival. Numerous mathematics instructors have already embraced its usefulness as a method of providing instructional materials to their pupils in the modern day. With these factors in mind, this research study on the use of Facebook groups in the teaching-learning process of mathematics was performed with the pioneer batch of ABM students at the University of San Carlos – Senior High School in Cebu City, Philippines. Through this amazing and updated communication medium, the kids learnt a new lesson. The statistical study revealed that the use of Facebook groups in the teaching-learning process of mathematics is beneficial. This is shown by the statistical equality of the experimental and control groups' post-test results. This demonstrates that the performance of students in the experimental and control groups is comparable. This is because the experimental groups did not participate in classroom discussions yet fared as well as the controls groups who did. Additional pertinent results from the research are provided in this article.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Qais B. Yaseen ◽  
Heba Salah

AbstractMusculoskeletal pain is a major concern in our life due to its negative effects on our ability to perform daily functions. During COVID-19 pandemic, several countries switched their teaching programs into e-learning, where students spend long hour using electronic devices. The use of these devices was associated with several musculoskeletal complains among the students. The aim of this study is to evaluate the different body aches associated with e-learning on university students. The subjects of this study were students from An-Najah University in Palestine. 385 questionnaires were filled using Google forms questionnaire and all the subjects were using e-learning due to COVID-19 pandemic. Our study showed that a large percentage of participants used electronic devices for e-learning during the pandemic. The Duration of these devices use was correlated with duration and degree of pain, and associated with the difficulty in ability to perform several daily activities. Furthermore, most of the students used the sitting position with supine bent forward during the device usage. Thus, the university students that participated in this study had an increase in body aches during the e-learning process, and the aches duration and severity increases if the duration of electronic devices usage increase.


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