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Before the Digital Age, distance learning appeared in the form of correspondence courses in the 1890s–1920s and later radio and television broadcast of courses and early forms of e-learning. Typically fewer than five percent of the students would complete a course. [11]
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]
Salmon developed a five-stage model of e-learning and e-moderating that for some time has had a major influence where online courses and online discussion forums have been used. [13] In her five-stage model, individual access and the ability of students to use the technology are the first steps to involvement and achievement.
[20] [24] Synchronous learning takes place through digital platforms where the learners are utilizing the online media at the same time. When compared to asynchronous learning, synchronous online environments provide a greater sense of feeling supported, as the exchange of text or voice is immediate and feels more like a conversation. [20]
A traditional e-learning development project can take several months. In contrast the aim of rapid e-learning is to build and roll out content modules within weeks. For example, while one hour of standard e-learning can take 73 [2] to 220 [3] hours to develop, a PowerPoint to e-learning conversion can be estimated to take an average of 33 hours ...
Open e-Learning Content Observatory Services (OLCOS) project is a Transversal Action under the European eLearning Programme. [ 43 ] The OLCOS Roadmap focuses on Open Educational Practices, providing orientation and recommendations to educational decision makers on how to develop the use of OER.
A learning management system (LMS) or virtual learning environment (VLE) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. [1] The learning management system concept emerged directly from e ...
Distributed learning may be dependent on time if it includes synchronous sessions, and further time dependent if the course is paced. The oldest and most commonly used of these terms, distance education , can be used to describe distributed learning as defined above.