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The education sector is going through a very marked change in relation to the needs of students who arrive at Higher Institutions Education (HIEs), and the labor market requirements. There are already solutions that try to meet the new requirements; however, the changing of Information and Communication Technologies (ICT) require a rapid and demanding adaptation. In this context it is assumed that...
Because collaboration plays a key role in today's society, it is beneficial to prepare people at a young age for collaborative work. However, there is no academic or professional consensus on the most effective approach. To remedy this shortcoming, our research will expand on one promising method: the incorporation of collaborative scaffolding into collaborative educational video games. Although there...
The possibility of using MOODLE e-learning platform as an environment for education of database issues, concerning basic database objects and users creating, analysis and transaction management was analyzed in the paper. All of needed extensions were made using php scripts and were tested in the chosen database servers: MySQL, SQL Server and Oracle DBMS. Results of these tests were satisfactory, confirming...
This paper reviews the feedback and expected outcomes for the surveyed students of the Syrian virtual university (SVU) in designing and implementation of e-learning based on Australian flexible learning framework (AFLF). This research used soft systems methodology (SSM) to analyze and understand the complex and 'messy' situation of the current case study. The study emphasizes the effective use of...
E-Learning is relatively new emerging technology that spans the universities and other institutions. It concentrates on utilizing Knowledge of teachers in a way that academic courses can be delivered anywhere and anytime. As time passes, the growth of knowledge imposed new requirements for a better use of this asset. Knowledge management (KM) is the way to a better utilization of the knowledge. The...
While some educators have adopted commercial off-the-shelf games for use in the classroom, such games may not always meet the individual requirements of lecturers whose courses are tied to specific learning outcomes. An alternative is to capitalise on in-house expertise in higher education and create serious games through cross-disciplinary team projects. This paper outlines such a project within...
Peer interaction promises to improve learnerspsila academic achievement and performances, and contribute to the development of learnerspsila higher-order thinking skills and social skills. Based on the recognition of peer interaction and computer mediated communication (CMC), this study argues that potentially effective peer interaction in the e-learning context should be built on knowledge relevance,...
Cognitive load theory concludes that the level of learnerspsila expertise influences mental effort directly. The recent developments of evaluating learner expertise by quantitative measurement techniques are discussed in this research. Cognitive efficiency, an optimal measurement technique of expertise, was developed by Kalyuga and Sweller to replace instructional efficiency in e-learning environment...
The blended learning can be defined as integration between the traditional training and E-learning. In a context where the student is at the centre of the training process, the tools used to bring the knowledge and professional competence must be most appropriate for every kind of learning path. The mere summation of both traditional and up-to-date approaches however is not sufficient to face with...
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