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  2. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [ 1 ]

  3. Technology acceptance model - Wikipedia

    en.wikipedia.org/wiki/Technology_acceptance_model

    technology acceptance model.png. The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology. The actual system use is the end-point where people use the technology. Behavioral intention is a factor that leads people to use the

  4. Integrative learning - Wikipedia

    en.wikipedia.org/wiki/Integrative_learning

    In many American medical schools, an integrated curriculum refers to a non-compartmentalized approach to basic science learning. As opposed to traditional medical curriculum, which separate subjects such as embryology, physiology, pathology and anatomy, integrated curricula alternate lectures on these subjects over the course of the first two years.

  5. Instructional design - Wikipedia

    en.wikipedia.org/wiki/Instructional_design

    Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...

  6. Connectivism - Wikipedia

    en.wikipedia.org/wiki/Connectivism

    The phrase "a learning theory for the digital age" [6] indicates the emphasis that connectivism gives to technology's effect on how people live, communicate, and learn. Connectivism is an integration of principles related to chaos , network , complexity , and self-organization theories.

  7. E-learning (theory) - Wikipedia

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

    Good pedagogical practice has a theory of learning at its core. However, no single best-practice e-learning standard has emerged. This may be unlikely given the range of learning and teaching styles, the potential ways technology can be implemented, and how educational technology itself is changing. [3]

  8. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Within these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences ...

  9. Template:Cognitive - Wikipedia

    en.wikipedia.org/wiki/Template:Cognitive

    Place this template at or near the top of an appropriate article that is linked in this template. Editors can experiment in this template's sandbox ( create | mirror ) and testcases ( create ) pages.