scholarly journals ICT – Boon or Bane for Life Long Learning

2010 ◽  
pp. 125-128
Author(s):  
Sarabjit Kaur ◽  
Yagbala Kapil

"Technology can make lifelong learning a reality" is written in one of the listed references. The modern information technology support is becoming the foundation of the efficient and cost-effective lifelong learning. The e-learning technology is becoming progressively sophisticated, which has several positive effects, though on the other hand the complex technology makes some learners feel uncomfortable. Innovations in e-learning information systems should take special care of this effect when dealing with "lifelong learners", since the level of the information literacy in this group varies a lot. A good example of the technology innovation is personalization which makes e-learning systems friendlier and diminishes the well known technology barrier.

Author(s):  
Ian Gordon ◽  
Don Quick ◽  
Linda Lyons

This chapter provides an alternative approach to career and technical education (CTE) and the use of e-learning technologies. The authors suggested that, by shifting our emphasis in education from the development of people to meet occupational and economic needs to the development of people as individuals, they might become more successful in meeting occupational and economic goals. Based on lifelong learning, we concentrated on experiential learning, critical reflection, transformative learning, and learning communities as best educational practices. Having established the pedagogical basis for lifelong learning, they will then focus on the impact of e-learning and how it can be used to foster and develop these practices. The authors then discuss how these technologies can be used to help create lifelong learners and a learning society. The authors conclude with a discussion of two groups of CTE learners and how the use of e-learning technologies may help meet their learning, career and life goals.


Author(s):  
Ioannis Chochliouros ◽  
Anastasia S. Spiliopoulou ◽  
Tilemachos D. Doukoglou ◽  
Stergios P. Chochliouros

In the context of the present work, we discuss several fundamental issues originating from the work already performed in the scope of the Discovery Space (DSpace) Research Project, founded by the European eTEN Work Program. The Project has been awarded as the “Project of the Month - November, 2006” and the “second best European research activity” in the scope of e-learning thematic activities (http://www. discoveryspace.net/). The prime purpose of the work was the development of a virtual science center, able to integrate robotic telescopes from all over the world into one “virtual observatory” through a proper Web-based interface, to provide an automated scheduling of the telescopes to end-users (i.e., students, teachers, and researchers) and access to a library of data and resources for lifelong learners. Potential users can benefit from professional-quality data from their local sites, using modern broadband (Internet-based) facilities (European Commission, 2002). Following the echo from the market request for more cost-effective and compelling applications to be delivered over the currently-launched broadband networks supporting the expansion of the global information society (The European Survey of National Priorities in Astronomy, 2004), the relevant service application aimed to take advantage of the convenience of the high-speed Internet access to involve its various users (originating from distinct thematic categories) in extended episodes of playful learning. The basic issue was the creation and presentation, to the market, of an entirely interoperable worldwide service, able to support options for further enhancement of e-learning facilities for teachers, students, researchers, and other practitioners. The approach has been considered the existing Internet-based facilities as the basis to “transform the today’s classroom to a research laboratory” and to develop further the European e-learning market (Chochliouros & Spiliopoulou, 2004; Danish Technological Institute, 2004).


10.28945/3040 ◽  
2006 ◽  
Author(s):  
Olutayo Ajayi ◽  
Ibironke Ajayi

Over the past 20 years, computers and the sharing of information have penetrated nearly every aspect of educational life. Indeed, the reliance on Computer-aided Learning has impact on the economic structure and the cost per learner. The demand for electronic learning (e-learning) today is rapidly growing worldwide with the demand simply over stressing the limited infrastructures and resources available. The developing countries are no exception to the same and demand for elearning is relatively on the rise as well. In this paper, an attempt has been made to critically examine ideals of open source strategies for enabling such technologies and other resources available. The paper also provides key recommendations with regards to the steps that need to be taken to enhance the overall quality of the lifelong learning most especially for adults.


Author(s):  
Michael O’Dea

Educational technology standards, or learning technology standards, as they are also known, have become an increasingly important area of multimedia technology and e-learning over the past decade. These standards have been developed and refined, and have grown to encompass wider aspects of e-learning as the discipline has matured. The scope and reach of e-learning and technology-enhanced systems has increased as a result of this maturing of the discipline. The “holy grail” of e-learning is to enable individualized, flexible, adaptive learning environments that support different learning models or pedagogical approaches to any Internet-enabled user, that these environments should also integrate into the wider MIS/student records system of the teaching institution, and that they should be cost-effective to develop, maintain, and update. The level of functionality of the current systems certainly has not gotten to this level yet, but there have been a number of big improvements made recently in certain of these areas, in particular, in how to make it less time-consuming to develop, more cost-effective, and interoperable. Educational Technology Standards have been in the forefront of these developments. The learning technology standardization process is leading the research effort in Web-based education. Standardization is needed for two main reasons: (1) educational resources are defined, structured, and presented using various formats; and (2) functional modules embedded in a particular learning system cannot be reused by another system in a straightforward way (Anido-Rifon, Fernandez-Iglesias, Llamas-Nistal, Caeiro-Rodriguez, & Santos-Gago, 2001). In this article, the main Educational Technology Standards will be presented, notably, LOM, SCORM, and OKI; their uses and coverage will be outlined; their shortcomings will be discussed; and the current areas of research will be reviewed.


2021 ◽  
Vol 12 (1) ◽  
pp. 35-42
Author(s):  
L. Piskunova ◽  
◽  
S. Каchmarchyk ◽  

The necessity of using distance learning technology in two disciplines: “Foreign language (English)” and “Occupational safety and health” for students of different faculties at National University of Life and Environmental Sciences of Ukraine has been established; comparative assessment of distance form of learning as students’ additional self-study and complete distancing during forced quarantine has been substantiated; the results of training and quality monitoring of students’ knowledge of different faculties have been presented; the efficacy of applying the e-learn courses on MOODLE 3 platform at the NULES of Ukraine has been proved; problems faced by teachers during remote work have been studied in the article. The article states that e-learning course is a major means of distance learning implementation in the process of two disciplines studying. The results of the experiment at the NULES of Ukraine demonstrate that using the MOODLE 3 platform improves students’ disciplines mastering and ensures the main educational process requirements which have positive effects for both teachers and students.


2021 ◽  
Vol 11 (2) ◽  
pp. 6993-7000
Author(s):  
H. Chatti ◽  
S. Hadoussa

The adoption of e-learning technology has become a major challenge for many academic institutions during the Covid-19 pandemic. More and more institutions are questioning the success of adopting this technology and are seeking to understand their adoption process. The objective of the current research work is to study the factors affecting the intent of Saudi university students to adopt online technologies during the Covid-19 pandemic. Based on the Information Technology Adoption Model, UTAUT, a research model was designed and validated by combining the factorial analysis method with simple linear regression analysis. The study revealed four key factors that had significant and positive effects on users' intent to use online technology, including the perceived usefulness, perceived ease of use, teacher influence, university management commitment, and availability of student technical assistance.


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


2018 ◽  
Vol 8 (2) ◽  
pp. 60
Author(s):  
Yuhendri L.V

The development of information technology has spawned the innovation of learning technology, one of which is the application of E-learning that develops along the paradigm of learning changes. Implementation of E-learning in addition to providing benefits are also still faced with various problems that become challenges in the application of E-learning resulting in a variety of perceptions that develop in society. This article aims to describe the opportunities, challenges, and implementation of E-learning in Indonesia. This paper is a literature review by using relevant sources related to theoretical and empirical reviews of E-learning challenges, opportunities, and implementation. Sources of theoretical reviews use books, other documents on E-learning, while for empirical reviews using research results published in scientific journals.


Sign in / Sign up

Export Citation Format

Share Document