open and distance learning
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2022 ◽  
pp. 220-258
Author(s):  
Hurşit Cem Salar

The main purpose of this study is to examine the readiness of the instructors at universities in Turkey to open and distance learning (ODL) in terms of the ODL factors (distance teaching, technology, communication, and time) regarding competencies (knowledge-skills and attitudes-beliefs) and resources. A multiple case study design was employed, and 36 instructors from four different universities participated. Qualitative data were gathered through personal interviews and analyzed with descriptive analysis. Overall, the results indicate that the instructors in this research have competencies for all the ODL factors. Also, a majority of instructors has given their positive beliefs about ODL, but they all noted their concerns such as lack of interaction with the students and conveying university culture and lifestyle as the disadvantages of ODL. The study has revealed that almost every instructor has enough resources to give distance courses, whereas the problem is with lack of time for updating course content and self-development.


Within the scope of this study, it is aimed to determine the usability of the Internet of Things Technology in open and distance learning environments. In this context, the phenomenology method was used in order to get the opinions of field experts. The criterion sampling method, which is one of the purposeful sampling methods, was used in determining the participants. As a criterion, it is taken into account that the participants are experts in the field of open and distance learning. In this context, 8 field experts contributed to the study. The findings obtained at the end of the study, internet of things technology; It clarifies how it can be used in traditional face-to-face learning environments and open and distance learning environments, what benefits it can provide, what are its limitations, its future usage trends, and how it can be used outside of learning environments.


2022 ◽  
pp. 233-250
Author(s):  
Nil Goksel ◽  
Abdulkadir Karadeniz

Amid the vast spread of the coronavirus pandemic, educational institutions have shifted to online learning across the world. In this connection, people of different cultures are experiencing a rigid period in which mainly school administrators, instructors, and students have to teach and learn at a distance due to corona restrictions. In this context, institutions that have already adopted the principles of ODL and have integrated these principles into their online courses utilized the promises that extend further educational opportunities and potentials from the beginning of the corona process. Therefore, the primary aim of this chapter is to shed light to the promises and pitfalls of ODL in terms of the steps to be taken and the necessary features of an appropriate course design. In addition, this chapter is intended to contribute to the related literature with the updated sources of recent developments during corona lockdown and guide professionals, researchers, and instructors who would benefit from theoretical and practical knowledge for effective distance course design.


2021 ◽  
Vol 29 (5) ◽  
pp. 974-986
Author(s):  
Mehmet YAVUZ ◽  
Mehmet HASANÇEBİ ◽  
Münevver GÜNDÜZ ◽  
Selçuk KARAMAN

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Sandhya Rani Dash ◽  
Sandhya Rani Dash

In the field of education motivation to learn is important for learners in all types of system in general and ODL (Open and Distance Learning) system is particular. In ODL system learners should take ownership of the learning process, should link what they are being taught and toward which they are directing their efforts. These can be characterized as their aspirations of learners. ODL institutions should know the aspirations of learners and have a mechanism to assess the level of aspiration of learners. It’s important to match between learner’s aspirations and behaviors. It is important for learners aspiring to careers, choice of courses, and enthusiasm for doing the kinds of things necessary to achieve their aspirations. Understanding learners’ aspirations is important to develop a learning culture of learners in any system of education. This type of a culture helps the learners to be a self learner, they need to consider their aspirations and make clearer and connect their plan of action with their goals. The ultimate aim is to improve the overall learning environment and supports to the success of learners. Knowing and understanding more about learner’s aspirations; valuing and implementing on such important information is crucial for any educational institution to improve learner’s outcomes and the quality of the educational process


Author(s):  
Fairuz Husna Mohd Yusof ◽  
Noraini Ahmad Basri ◽  
Siti Zarikh Sofiah Abu Bakar ◽  
Othman Ismail ◽  
Renda Lestari

2021 ◽  
Vol 12 (1) ◽  
pp. 1-12
Author(s):  
Zaemah Abdul Kadir ◽  
Faizah Mohamad ◽  
Nor Azah Mohd Rathi ◽  
Muhammad Haziq Abdul Rashid

Student engagement is critical in online learning because it makes students feel more satisfied and motivated to learn. This study investigated how university students perceive various engagement tactics employed in online courses during the Covid 19 pandemic. Student engagement was measured using Moore's interaction framework. It implemented non-experimental quantitative research design through a survey with descriptive and causal-comparative approaches. A 29-item survey on learner-to-learner, learner-to-instructor, and learner-to-content engagement strategies was completed by 181 students from School of Engineering at Universiti Teknologi MARA. The students considered learner-to-content interactions to be the most engaging technique, according to the research. Learner-to-instructor interactions were the next most engaging method, while learner-to-learner interactions were the least engaging. Additionally, the most engaging technique is for them to search for and select appropriate materials in the learner-to-content category depending on their interests. Working jointly using online communication technologies to accomplish case studies, projects, or reports was deemed the most interesting technique by students in the learner-to-learner category. In the learner-to-instructor category, an email reminder or periodical notification is likewise regarded as the most engaging method. All three engagement mechanisms were shown to be interrelated, with learner-to-learner interactions heavily influencing learner-to-learner interactions. Mechanical engineering students were shown to be better at perceiving and implementing these tactics than students from the colleges of electrical, chemical, and civil engineering. It is believed that the findings of the present study will assist teachers and lecturers in increasing their participation in online courses.


2021 ◽  
Vol 25 (4) ◽  
Author(s):  
Dilek Şenocak ◽  
Köksal Büyük ◽  
Aras Bozkurt

Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types and the correlations of gamification experience, game mode, and gender with the user types’ scores within the context of an ODL system. The researchers adapted quantitative cross-sectional survey design to seek answers in this study. The Hexad user types of distance learners were determined based on the online “Gamification User Types Hexad Scale.” Findings revealed that the most common user types in the ODL environment were Philanthropists, Achievers, and Free Spirits, followed by Socializers and Players with a lower mean, while the least common user type was Disruptors. Women tended to score higher than men on the Disruptor user type. Achievers, Socializers, Philanthropists, and Players preferred multiplayer game modes, while the game mode had little influence on Free Spirits and Disruptors. Regarding the gamification experience, Players and Free Spirits seemed to have more experience of gamified applications. This study provides insights to learning designers in developing gamified ODL systems to engage the different Hexad user types.


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