scholarly journals Technology enhanced learning solution for School Education in Oman

Author(s):  
Maha Marhoon Mahamed Al Wahaibi ◽  
Vikas Rao Naidu ◽  
Prakash Kumar Udupi

E-learning is one of the major applications of Multimedia in Education. Lots of research has been taken place to find out the best possible solution which is simple and convenient to implement in the education system. This research paper analyses the importance of designing and implementing e-learning solution for school education in Oman. The outcome will suggest a project which will be about converting the traditional education at School to technological education by using LiveCode Community 7.1.3 which is a free open source software. In this research paper, we will focus on various e-learning solutions apart from educational games and we will discuss, why it is important to enhance the learning experience especially in school education of Oman.

Author(s):  
Fabrizia Mantovani ◽  
Linda Confalonieri ◽  
Marcello Mortillaro ◽  
Olivia Realdon ◽  
Valentino Zurloni ◽  
...  

The main goal of this chapter is to discuss the potential of affective computing for improving the e-learning experience, both from a theoretical and a practical perspective. First, we focus on the important role emotions play in the (e-)learning process and on the rationale to include affect in e-learning design . Second, we briefly present three trends in the affective computing domain which represent the core features of the EU-funded project on technology-enhanced learning “Myself”: the use of affective Embodied Conversational Agents as virtual tutors; the possibility of automatic recognition of - and adaptation to- the emotional and motivational state of the learner; the use of 3D simulations for web-based training of emotional competence. Finally, focusing on the feature of automatic recognition and adaptation, we present an account of the approach developed within the project and use it as a framework for discussing the main benefits and current limitations to the complex process of integration of affective computing features into e-learning systems.


Author(s):  
Mary Jacob

'Students on Tech' is an innovative partnership between students and the E-learning Group at Aberystwyth University. A talk on the project was jointly presented by one of the students and the staff member who led the project at the Jisc Change Agents Network conference, University of Exeter, 20-21 April 2017. The case study offers a model for partnership with students for effective change. Our aims were to listen to the student voice to improve technology-enhanced learning (TEL) provision and raise the profile of good teaching.The E-learning Group had carried out a TEL Learning Experience Survey in 2010 and again in 2013 (Gwella Team, 2011). For this project, we hoped to gain an even deeper understanding of student needs and behaviour. We wanted to make our Blackboard site easier to use and to help staff understand better: students’ needs; how students are using technology; what technology helps them.


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.


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.


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.


Author(s):  
Anak Agung Gde Satia Utama

Abstract— Nowadays many universities in the world apply technology enhanced learning in order to help learning activities. Due to the potentials technology enhanced learning offers, recent education using it and universities in particular are trying to apply it. One of the subjects of this research is The Accounting Department of Airlangga University in Surabaya. The idea of this research is to investigate the students about how they know deeply about e-learning system and learning objectives as a first step to conduct e-learning model. After the model completed, the next step is to prepare database learning. Entity Relationship Diagram (ERD) can help to explain the model. The purpose of this research was done by using Dick and Carey Design Model. There are nine steps to conduct e-learning model. All steps can be categorized into three steps research: first is the introduction or empirical study, the next step is the design and the last is the feedback after the implementation. The methodology used in this research is using Qualitative Exploratory, by using questionnaire and interviews as data collection techniques. The analysis of the data shows organization requires information about e-learning content, user as a learning subject and information technology infrastructures. E-learning model as one of the alternative learning can help users to optimized learning. Keywords— E-learning Content, Database Learning, Entity Relationship Diagram, Dick and Carey Design, E-learning model and Optimize learning


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