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This book is based on research conducted to investigate whether interactivity yields a learning effect when used appropriately in e-Learning Systems, and whether this effect enhances learning. There is no doubt interactivity is vital in learning. This statement is emphasized to such an extent that it is claimed that students with higher levels of interaction will obtain more positive and higher levels of achievement. However, little scientific evidence can be found to support this relationship. The importance of this book is based on the fact that it provides evidence of the impact of interactivity on e-Learning Systems considering the three main agents of an educational activity: the learner, the teacher and the environment. In addition, the concept of feedback as a key element in any interactive mechanism for enhancing learning is well documented in several studies throughout this book. Three empirical studies are presented that investigated interactivity within the educational triangle. These three studies were conducted based on the framework of positivism and action research paradigms. The first study, entitled “Interactive Pedagogical Feedback”, gathers evidence for how highly interactive pedagogically designed formative feedback enhances students’ memory and understanding. The second study, entitled “Interactive Audio Feedback”, examines whether the speed enhancements of oral feedback improve the conditions for the production of the lecturer’s feedback and the quality of the feedback delivered to the students. The final study, “Interactive Texting Feedback”, takes a pedagogical approach to provide formative feedback to a student audience using mobile text messages, and determines whether Interactive Texting Feedback enhances the learning experience within the e-Learning environment. The information contained in the book is useful for academics and institutions to improve their teaching and the efficiency of their learning delivery mechanisms, and will guide the design of instructional content. It will also be of utility to other researchers and those in roles that require an understanding of interactivity.
"This book provides a comprehensive examination of interactivity, combining key perspectives from communication and media studies, distributed cognition, system affordances, user control, and social interaction, intended for researchers working in the fields of communication and media, educational media, e-learning, and instructional technology"--Provided by publisher.
Describes how to evaluate interactive learning systems, both in their initial development and later in regard to effectiveness and efficiency. These include web-based systems, computer-aided learning, etc.
In the challenging digital economy, bridging the gap between the external stakeholder and business entities through effective applications of technology carries more importance than ever before. By building a strong online presence and maintaining a long-lasting relationship with valuable customers through high-quality customer experience, companies continue to thrive during this digital age. The Handbook of Research on Technology Applications for Effective Customer Engagement is a pivotal reference source that provides vital research on the utilization of the best research practices for consumer satisfaction and loyalty. While highlighting topics such as target marketing, consumer behavior, and brand equity, this publication explores the applications of modern technology in marketing as well as recent business activities of international companies. This book is ideally designed for business professionals, practitioners, marketers, advertisers, brand managers, retailers, managers, academics, researchers, and graduate-level students.
This book constitutes the refereed proceedings of the 11th SIGSAND/PLAIS EuroSymposium 2018 held in Gdansk, Poland, on September 20, 2018. The objective of the EuroSymposium on Systems Analysis and Design is to promote and develop high quality research on all issues related to information systems (IS) and in particular in systems analysis and design (SAND). The 14 papers presented in this volume were carefully reviewed and selected from 36 submissions. They were organized in topical sections named: systems development and engineering; systems acceptance and usability; internet of things and big data; and healthcare IT.
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.
Consumer behavior is becoming increasingly complex in the current global market. A broader understanding of the psychologically-driven motivation of consumers and characteristics of the consumer decision-making process is vital for effective customer engagement in the global economy. The Handbook of Research on Leveraging Consumer Psychology for Effective Customer Engagement provides current research on topics relevant to consumer beliefs, feelings, attitudes, and intentions and how best to utilize this research improving consumer appeal and relationships. Emphasizing critical topics in the field of consumer behavior research, this publication is a comprehensive resource for marketing professionals, managers, retailers, advertising executives, scholars, and graduate-level students in marketing, psychology, and MBA programs.
Technology Enhanced Learning (TEL) is a very broad and increasingly mature research field. It encompasses a wide variety of research topics, ranging from the study of different pedagogical approaches and teaching/learning strategies and techniques, to the application of advanced technologies in educational settings such as the use of different kinds of mobile devices, sensors and sensor networks to provide the technical foundation for context-aware, ubiquitous learning. The TEL community has also been exploring the use of artificial intelligence tools and techniques for the development of intelligent learning environments capable of adapting to learners’ needs and preferences and providing learners with personalized learning experience. Recognizing the potential of online social networks, social media, and web-based social software tools as learning platforms for online education, the TEL community has devoted significant time and effort into researching how these popular technologies could be combined with appropriate pedagogical approaches to make learning experience more engaging, satisfying, and successful. Among the most important results of these research endeavors are personal learning environments that allow learners to create mash-ups of diverse social software tools based on their own needs and preferences as well as to create and maintain their online learning networks. Undeniably, technological advancement is making education more accessible to an increasing number of people worldwide. To fully exploit the huge benefit the technology is offering, the TEL community is exploring effective approaches for adapting learning resources to address language, generation, and cultural specificities. Aiming to make learning accessible to all, the community has also focused on the development of solutions for learners with special needs. Finally, it should be noted that all the above mentioned research efforts of the TEL community are finding their applications in different learning contexts and domains, including formal education and informal learning, as well as workplace learning in small, medium, and large organizations. Since the scope of TEL research is constantly evolving, the above given overview of the current research efforts does not aim to be exhaustive by any means. Instead, its purpose is to give some insights into the breadth of research topics and challenges that this edited book aims to cover. The book comprises 14 chapters, which are topically organized into several sections. However, this division of chapters into sections is not strictly definitive as each of the chapters itself presents a comprehensive research work that often spans across diverse TEL areas and thus could be categorized into more than one section of the book.
This book introduces the advanced technologies used for authentic learning, an educational term that refers to a variety of techniques focusing on how students apply the skills and knowledge acquired in school in real-world situations. In the meanwhile, it presents the latest trends and future developments in learning design, learning environment and assessment for authentic learning using advances in technology, this book discusses how technology supports authentic learning and what makes it effective.