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The following topics are dealt with: on-line learning I; on-line learning II; learning-oriented technologies; mobile learning, teaching and training; tools and platforms; assessing eL&mL; hybrid learning I; and hybrid learning II.
Modern e-learning systems are providing technologies and services enabling students to do more than just receive learning materials - they are no longer passive learners and can actively participate and contribute in content creation. This study examined the importance of Web 2.0 technologies and services provided by an e-learning system from the students' point of view. A quantitative research in...
To assist faculty in using instructional technology, I have created, piloted, and implemented a hybrid training course designed to take potential online instructors from curious to comfortable and competent in three months. This course design is based upon secondary research into adult learning and ten years of grant supported primary research in professional development instructional technology.
This paper describes an extended approach for the development of a flexible, context-aware and adaptable, service-oriented and agent-based software architecture for use in on-line eLearning systems employing an InfoStation infrastructure. The extended approach is built on the top of a previously used basic approach which has shown some imperfections. Considering the system development as a process...
When users are presented with a new technology or service, a number of factors influence their decision about how and when they will use it. To measure how students and teachers are going to accept and use a specific e-learning technology or service, an appropriate instrument is needed. In this paper common theories that can be used for measuring students' acceptance of e-learning technologies and...
Within all aspects of healthcare education, the teaching and learning of anatomy and physiology is regarded as the singularly most problematic area of the curriculum. This paper outlines a project currently in development to create an online tool that utilizes problem-based learning strategies to contextualize anatomy and physiology education; basing the learning on real-world scenarios will aim to...
The traditional class room approach of teaching and learning has always had the limitation of not being able to provide personalised learning content that would meet the individual needs of each learner. E-learning technologies have the potential of being designed to give the learner the appropriate content in line with the learner's personal information requirements. We explore theories of knowledge...
Advanced networking services, such as Intranet/Internet services can provide a basis for integration of knowledge and information on university level and in the same time provide a basis for distance education and learning. At our university we have built an integrated agent-based university information system (IABUIS) consisting of following four modules: student administration management system...
The paper focuses on the use of multiple pedagogical methods in an LMS and is based on interviews of instructors in higher education. The pedagogical methods discussed are; drill and practice, presentation, tutorial, gaming, demonstration, discovery, problem solving, simulation, discussion and collaborative learning. The pedagogical method usually used in the LMS is (written, audio, video) presentation,...
This paper addresses the problem of developing a way to conceptualize context that can support the development of technology-rich learning activities. The term technology-rich encompasses mobile, hybrid and on-line learning approaches and the work reported here is intended to bridge these different approaches. In this paper we suggest that a learner specific definition of context can ground research...
Currently we see a plethora of learning object repositories that address the need to share learning content with peers within and across educational institutions. We also observe a growing interest in standards and tool functionality to model didactic scenarios describing the social, spacial and temporal configuration of learning arrangements. These scenarios also specify physical resources, software...
Proper development of Computer Science analytical programming skills requires rigorous practice sessions with problem sets and coding exercises, but this is often not apriority for many students. Digital educational games have been shown to increase the appeal of repetitive instructional tasks however many of these games fail to capitalize on the power of cultural motivators. In this paper, we investigate...
Lecture recordings have been used for teaching purposes for several years and different ways of distribution have been investigated at the universities in Osnabrueck. A blended learning approach based on lecture recordings has been developed over the years in which the audio and video recordings substitute the classroom lectures. Building blocks of that concept are podcasts, web lectures, electronic...
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