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"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.
Explore effective learning programs with the father of e-learning Michael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company, Second Edition presents best practices for building interactive, fun, and effective online learning programs. This engaging text offers insight regarding what makes great e-learning, particularly from the perspectives of motivation and interactivity, and features history lessons that assist you in avoiding common pitfalls and guide you in the direction of e-learning success. This updated edition also considers changes in technology and tools that facilitate the implementation of the strategies, guidelines, and techniques it presents. E-learning has experienced a surge in popularity over the past ten years, with education professionals around the world leveraging technology to facilitate instruction. From hybrid courses that integrate technology into traditional classroom instruction to full online courses that are conducted solely on the internet, a range of e-learning models is available. The key to creating a successful e-learning program lies in understanding how to use the tools at your disposal to create an interactive, engaging, and effective learning experience. Gain a new perspective on e-learning, and how technology can facilitate education Explore updated content, including coverage regarding learner interface, gamification, mobile learning, and individualization Discuss the experiences of others via targeted case studies, which cover good and not so good e-learning projects Understand key concepts through new examples that reinforce essential ideas and demonstrate their practical application Michael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company, Second Edition is an essential resource if you are studying for the e-Learning Instructional Design Certificate Program.
This invaluable resource can help transform online courses into exciting, meaningful, and active e-learning experiences. 75 e-Learning Activities is filled with scores of e-learning activities and games that offer trainers and instructors a handbook for creating interactive and engaging online courses. Much like the activities and games used in traditional classroom training, these e-learning activities can be used to increase interactivity, engage learners, accomplish learning objectives, develop online relationships, promote active learning, and create learning communities. With many examples available on the CD-ROM for easy online transfer, the activities can help elaborate on course content through the use of online technologies such as chat rooms, email, or discussion boards.
"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.
The new edition of The SAGE Handbook of E-Learning Research retains the original effort of the first edition by focusing on research while capturing the leading edge of e-learning development and practice. Chapters focus on areas of development in e-learning technology, theory, practice, pedagogy and method of analysis. Covering the full extent of e-learning can be a challenge as developments and new features appear daily. The editors of this book meet this challenge by including contributions from leading researchers in areas that have gained a sufficient critical mass to provide reliable results and practices. The 25 chapters are organised into six key areas: 1. THEORY 2. LITERACY & LEARNING 3. METHODS & PERSPECTIVES 4. PEDAGOGY & PRACTICE 5. BEYOND THE CLASSROOM 6. FUTURES
This volume provides an up-to-date study of theory and practice on the importance of technology in teaching and learning. The contributions are carefully peer-reviewed from over 100 submissions to the International Conference on Teaching and Learning 2006, held in Hong Kong. Sample Chapter(s). Chapter 1: Faculty Perceptions of ICT Benefits (391 KB). Contents: Faculty Perceptions of ICT Benefits (R Fox et al.); Thinking about Thinking Online (K Downing et al.); Teacher''s Sharing Pedagogical Experiences in a Learning Environment that Supports Self-Regulated Learning (G Dettori et al.); Online Interaction: Trying to Get It Right (L Chow and R Sharman); Crossing Borders: How Cross-Cultural Videoconferencing can Satisfy Course Goals in Dissimilar Subjects (J S Wilkinson & A-L Wang); The Evaluation of Information and Communication Technology Use in Professional Schools (P Gabor & C Ing); Using Technology in Education: The Application of Data Mining (K H Chye et al.); A Comparison of WebCT, Blackboard and Moddle for the Teaching and Learning of Continuing Education Courses (K S Cheung); The Object-Oriented Database Application and the System Architecture of a National Learning Objects Repository for Cyprus (P Pouyioutas et al.); and other papers. Readership: Graduate students, researchers and practitioners involved in the development and education of e-learning.
Online learning is transcending from the text-rich educational experience of the past to a video- and audio-rich learning transformation. The greater levels of media-rich content and media-rich interaction that are currently prevalent in online leisure experiences will help to increase e-learning's future efficiency and effectiveness. Enhancing E-Learning with Media-Rich Content and Interactions presents instructional designers, educators, scholars, and researchers with the necessary foundational elements, theoretical underpinnings, and practical guidance to aid in the technology selection and design of effective online learning experiences by integrating media-rich interactions and content.
The ADDIE process is past its prime. It was developed long before Agile and other iterative processes that have introduced greater efficiencies in design and development, fostered more creativity, and addressed effective stakeholder involvement. Leaving ADDIE for SAM introduces two new concepts—SAM, the Successive Approximation Model, and the Savvy Start. Together, they incorporate contemporary design and development processes that simplify instructional design and development, yielding more energetic and effective learning experiences. This book is a must-read for all learning professionals who have a desire to let go of outdated methodologies and start creating better, faster training products today.
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.
Online learning has become a prominent and inseparable component of higher education in recent years. Questions related to course structure, levels of interaction, presence, and participation within online courses persist and invite further inquiry for determining factors that encourage effective teaching and learning in online environments. The Handbook of Research on Strategic Management of Interaction, Presence, and Participation in Online Courses explores models of course development and delivery techniques to improve instruction, learning, and student satisfaction in online courses. Covering topics such as rates of participation, student engagement and retention, and social development, this handbook serves as a resource for educators in online learning environments, as well as for course designers and developers of online courses and researchers whose agenda includes examining interaction, presence, and participation in online courses.