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  2. Learning styles - Wikipedia

    en.wikipedia.org/wiki/Learning_styles

    Studies contradict the widespread "meshing hypothesis" that a student will learn best if taught in a method deemed appropriate for the student's learning style. [2] Studies further show that teachers cannot assess the learning style of their students accurately. [54] In one study, students were asked to take an inventory of their learning styles.

  3. Neil Fleming - Wikipedia

    en.wikipedia.org/wiki/Neil_Fleming

    He created the VARK test based on prior experience and by working with students and teachers at Lincoln University. [3] Despite the popularity of learning styles and inventories such as the VARK, there is no evidence to support the idea that matching activities to one’s learning style improves learning.

  4. Adaptive learning - Wikipedia

    en.wikipedia.org/wiki/Adaptive_learning

    The latest generation of distance learning systems take into account the students' answers and adapt themselves to the student's cognitive abilities using a concept called 'cognitive scaffolding'. Cognitive scaffolding is the ability of an automated learning system to create a cognitive path of assessment from lowest to highest based on the ...

  5. E-learning (theory) - Wikipedia

    en.wikipedia.org/wiki/E-learning_(theory)

    The second step involves students creating an identity online and finding others with whom to interact; online socialization is a critical element of the e-learning process in this model. In step 3, students give and share information relevant to the course with each other. Collaborative interaction amongst students is central to step 4.

  6. History of virtual learning environments - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    A Virtual Learning Environment (VLE) is a system specifically designed to facilitate the management of educational courses by teachers for their students. It predominantly relies on computer hardware and software, enabling distance learning. In North America, this concept is commonly denoted as a "Learning Management System" (LMS).

  7. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]

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    mail.aol.com

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  9. Electronic assessment - Wikipedia

    en.wikipedia.org/wiki/Electronic_assessment

    Identity fraud can occur in the traditional or online classroom. There is a higher chance in online classes due to the lack of proctored exams or instructor-student interaction. In a traditional classroom, instructors have the opportunity to get to know the students, learn their writing styles or use proctored exams.