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Covers all modules of the ECDL qualification and all of the underpinning knowledge your students need to complete their assessment. Screenshots and illustrations using Office 2003 bring the theory to life, making learning easy. Skills practice throughout helps students consolidate what they have learnt. Practice material at the end of each module prepares students for the ECDL assessment. A CD-ROM with the book contains recalled text to save keying-in time, and answers to the exercises in the books.
Revised for the new specification, this textbook covers all the modules of this qualification. Skills practice helps consolidate learning. Practice material at the end of each module helps prepare students for assessment. A CD-ROM contains answers and recalled text to save time and effort.
This comprehensive manual covers all aspects required by Module 1 ECDL/ICDL Syllabus 4.0. Designed to gradually build up your knowledge taking a step by step, exercise based approach. The ideal training solution, whether you are a beginner, or if you just need to fill gaps in your existing knowledge. Module 1 gives an insight into hardware and software as well as giving examples of how computers are used every day.Approved by the ECDL Foundation.
Features a task-based, applied learning approach that addresses each skill in turn and tests students' understanding with practice exercises. This book contains exercises that follow the theory at every stage to help build students' confidence. It includes screenshots that illustrate what students will see on the screen.
Many reports over the last few years have analysed the potential use of games, videogames, 3D environments and virtual reality for educational purposes. Numerous emerging technological devices have also appeared that will play important roles in the development of teaching and learning processes. In the context of these developments, learning rather than teaching becomes the main axis in the organisation of the educational process. This process has now gone beyond the analogue world and face-toface education to enter the digital world, where new learning environments are being produced with ever greater doses of realism. Teaching and Learning in Digital Worlds examines the teaching and learning process in 3D virtual environments from both the theoretical and practical points of view.
This Report presents an overview of European initiatives to make the identification, assessment and recognition of learning which takes place outside formal education and training institutions i.e.non-formal learning, more visible. Its invisibility is increasingly perceived as a problem affecting competence development at all levels from the individual to society as a whole. This Report is based on fourteen national reports commissioned 1997-1999 and includes information from other sources including the EU. Following the introduction, the report is in five chapters. Chapter 2 looks at basic theoretical issues such as the character of non-formal learning and the political implications of setting up systems in this area. Chapter 3 outlines initiatives and developments in the member states. Chapter 4 presents and discusses initiatives at the EU level, focusing on the white paper on teaching and learning and on experiences from the Leonardo da Vinci programme. Chapter 5 analyses the previous chapters and concluding remarks are presented in Chapter 6. The conclusion looks at why there has been a sudden burst of activity and interest in questions linked to non-formal learning and at how the positive elements of this activity can be supported.
E-Learning offers many opportunities for individuals and institutions all over the world. Individuals can access to education they need almost anytime and anywhere they are ready to. Institutions are able to provide more cost-effective training to their employees. E-learning context is very important. It is common to find educators who perceive e-learning as internet-only education that encourages a static and content-focused series of text pages on screen. Others envisage the shallow and random online messages that are typical of a social real-time chat session, and wonder how that type of communication could add any value to academic discourse. Some may have experienced e-learning done poorly, and extrapolate their experience into a negative impression of all e-learning. The book will examine the emergence and growth of e-learning. The use of the "e" prefix indicates the application of information and communication technology (ICT) in government, finance, and all forms of socio-economic and community development. This eBook is designed and presented in two volumes. The first volume consists of the country cases of Algeria, Belarus, Bulgaria, Egypt, Estonia, Finland, Greece, Jordan, Hungary, Iraq, Iran, Israel, Kazakhstan, Kyrgyzstan, Latvia, Lithuania, Macedonia, Moldova, and Morocco. The second volume gives a place to the country cases of Norway, Oman, Palestine, Poland, Romania, Russia, Saudi Arabia, Serbia, Slovakia, Slovenia, Sweden, Syria, Tajikistan, Tunisia, Turkey, Ukraine, United Arab Emirates and Uzbekistan. So, the book consists of more than 70 authors from 39 different countries and from 42 universities and 14 institutions with company for all 42 chapters. (Individual chapters contain references.) ["Cases on Challenges Facing E-Learning and National Development: Institutional Studies and Practices. Volume II" was co-edited by Leena Vainio, Mehmet Can Sahin, Gulsun Kurubacak, Petri T. Lounaskorpi, S. Raja Rao, and Carlos Machado. For Volume I, see ED508217.].
The major focus of this Handbook is the design and potential of IT-based student learning environments. Offering the latest research in IT and the learning process, distance learning, and emerging technologies for education, these chapters address the critical issue of the potential for IT to improve K-12 education. A second important theme deals with the implementation of IT in educational practice. In these chapters, barriers and opportunities for IT implementation are studied from several perspectives. This Handbook provides an integrated and detailed overview of this complex field, making it an essential reference.
This book contains papers in the fields of Interactive, Collaborative, and Blended Learning; Technology-Supported Learning; Education 4.0; Pedagogical and Psychological Issues. With growing calls for affordable and quality education worldwide, we are currently witnessing a significant transformation in the development of post-secondary education and pedagogical practices. Higher education is undergoing innovative transformations to respond to our urgent needs. The change is hastened by the global pandemic that is currently underway. The 9th International Conference on Interactive, Collaborative, and Blended Learning: Visions and Concepts for Education 4.0 was conducted in an online format at McMaster University, Canada, from 14th to 15th October 2020, to deliberate and share the innovations and strategies. This conference’s main objectives were to discuss guidelines and new concepts for engineering education in higher education institutions, including emerging technologies in learning; to debate new conference format in worldwide pandemic and post-pandemic conditions; and to discuss new technology-based tools and resources that drive the education in non-traditional ways such as Education 4.0. Since its beginning in 2007, this conference is devoted to new learning approaches with a focus on applications and experiences in the fields of interactive, collaborative, and blended learning and related new technologies. Currently, the ICBL conferences are forums to exchange recent trends, research findings, and disseminate practical experiences in collaborative and blended learning, and engineering pedagogy. The conference bridges the gap between ‘pure’ scientific research and the everyday work of educators. Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, industry-centric educators, continuing education practitioners, etc.