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Five suggestions for preparing the online environment for transformative pedagogy are: "(a) create a safe and inviting environment; (b) encourage students to think about their experiences, beliefs, and biases; (c) use teaching strategies that promote student engagement and participation; (d) pose real-world problems that address societal ...
Distance education, also known as distance learning, is the education of students who may not always be physically present at school, [1] [2] or where the learner and the teacher are separated in both time and distance. [3]
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).
A learning management system (LMS) 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-Learning. Learning management systems make ...
Learning centers at post-secondary school campuses may incorporate either e-moderating or one-to-one online tutoring, or both, creating a distance learning program, whether or not the campus or student courses are conducted online. In distance learning, tutors may be recruited specifically for the role of teaching and supporting students ...
The Jane Schaffer method is a formula for essay writing that is taught in some U.S. middle schools and high schools.Developed by a San Diego teacher named Jane Schaffer, who started offering training and a 45-day curriculum in 1995, it is intended to help students who struggle with structuring essays by providing a framework.
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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]