From Memorable to Transformative E-Learning Experiences

Author(s):  
Pearl Chen

This chapter reviews the current state of theory and practice of experience design and suggests that the notion of experience should be regarded as an essential and unifying theme in guiding a broader perspective of design and study of e-learning. Underlying this chapter is a view that suggests a shift from designing learning environments to “staging” learning experiences. By looking at learning through the prism of experience design, we may begin to discover ways to create compelling, memorable, and transformative e-learning experiences. Some existing models and effective practices in education are considered as viable models for adapting experience design to e-learning contexts. Furthermore, this chapter identifies some converging areas of research from the fields of experience design and education, so as not to reinvent the wheel but to expand our knowledge on designing quality e-learning experiences that are engaging and valued by people.

2011 ◽  
pp. 172-203
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2008 ◽  
pp. 733-764
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2008 ◽  
pp. 1125-1155
Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


Author(s):  
Gavin McArdle ◽  
Teresa Monahan ◽  
Michela Bertolotto

Since the advent of the Internet, educators have realised its potential as a medium for teaching. The term e-learning has been introduced to describe this Internet-based education. Although e-learning applications are popular, much research is now underway to improve the features they provide. For example, the addition of synchronous communication methods and multimedia is being studied. With the introduction of wireless networks, mobile devices are also being investigated as a medium to present learning content. Currently, the use of 3-dimensional (3D) graphics is being explored for creating virtual learning environments online. Virtual reality (VR) is already being used in multiple disciplines for teaching various tasks. This chapter focuses on describing some VR systems, and also discusses the current state of e-learning on mobile devices. We also present the VR learning environment that we have developed, incorporating many of the techniques mentioned above for both desktop and mobile devices.


2010 ◽  
pp. 1-20 ◽  
Author(s):  
Nada Dabbagh ◽  
Rick Reo

This chapter provides a developmental perspective on Web 2.0 and social software by tracing the historical, theoretical, and technological events of the last century that led to the emergence—or re-emergence, rather—of these powerful and transformative tools in a big way. The specific goals of the chapter are firstly, to describe the evolution of social software and related pedagogical constructs from pre- and early Internet networked learning environments to current Web 2.0 applications, and secondly, to discuss the theoretical underpinnings of social learning environments and the pedagogical implications and affordances of social software in e-learning contexts. The chapter ends with a social software use framework that can be used to facilitate the application of customized and personalized e-learning experiences in higher education.


Author(s):  
Patrícia A. Jaques ◽  
Rosa M. Viccari

This text aims to present the current state of the art of the e-learning systems that consider the student’s affect. It presents the perspectives adopted by researchers for the solution of problems (for example, which kind of tools we might use to recognize users’ emotions) and also some better-known works in order to exemplify. It also describes the necessary background to understand these studies, including some concepts in the fields of Artificial Intelligence, Computers in Education, and Human-Computer Interaction, and a brief introduction on the main theories about emotion. The authors conclude the chapter by presenting challenges and the main difficulties of research in affectivity in e-learning systems and ideas on some new work on the matter.


Multimedia tools available on the web, particularl y for learning environments, play an important role in the fiel d of education. With the growing number of these multimedia tools, it is important to explore, share, recycle and connect the m to enhance learning experiences. Many videos available on the web lack semantic connections between them even though they have some similarity through their content. Hence to bridge the gap between the semantically related videos, in the proposed system, we adopt the Linked Data technology, in order to semantically annotate the video resources. The relationships between those annotations are stored in the video annotation ontology. The proposed method provides the benefits of high accuracy, performance and good knowledge for the users.


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