E-learning (theory)
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E-learning (theory)
E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology. Multimedia instructional design principles Beginning with cognitive load theory as their motivating scientific premise, researchers such as Richard E. Mayer, John Sweller, and Roxana Moreno established within the scientific literature a set of multimedia instructional design principles that promote effective learning. Many of these principles have been "field tested" in everyday learning settings and found to be effective there as well. The majority of this body of research has been performed using university students given relatively short lessons on technical concepts with which they held low prior knowledge. However, David Roberts has tested the method with students in nine social science disciplines including sociology, politics and business studies. His longitudinal research programme over 3 years established a clear improvement in levels of ...
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Pedagogical
Pedagogy (), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political and Developmental psychology, psychological development of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning. Both the theory and practice of pedagogy vary greatly as they reflect different social, political, and cultural contexts. Pedagogy is often described as the act of teaching. The pedagogy adopted by teachers shapes their actions, judgments, and teaching strategies by taking into consideration Learning theory (education), theories of learning, understandings of students and their needs, and the backgrounds and interests of individual students. Its aims may range from furthering liberal education (the general development of human potential) to the ...
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Australasian Journal Of Educational Technology
The ''Australasian Journal of Educational Technology'' is a peer-reviewed academic journal covering research in educational technology, instructional design, online and e-learning, educational design, multimedia, computer assisted learning, and related areas. It is published in 8 issues per year by the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE) as an open access online-only journal. All previous issues, dating from 1985, are accessible online without charges. History The ''Australasian Journal of Educational Technology'' was established as the ''Australian Journal of Educational Technology'' by the Australian Society for Educational Technology (ASET) in 1985, with two issues per year. From 1997-2005, the journal was published jointly by ASCILITE and ASET, and from 2006 by ASCILITE. Publication frequency increased to three issues in 1999, to four issues in 2005, and to six issues in 2010. From 2004, the journal carried a new title containing ' ...
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Information Technology
Information technology (IT) is the use of computers to create, process, store, retrieve, and exchange all kinds of data . and information. IT forms part of information and communications technology (ICT). An information technology system (IT system) is generally an information system, a communications system, or, more specifically speaking, a computer system — including all hardware, software, and peripheral equipment — operated by a limited group of IT users. Although humans have been storing, retrieving, manipulating, and communicating information since the earliest writing systems were developed, the term ''information technology'' in its modern sense first appeared in a 1958 article published in the ''Harvard Business Review''; authors Harold J. Leavitt and Thomas L. Whisler commented that "the new technology does not yet have a single established name. We shall call it information technology (IT)." Their definition consists of three categories: techniques for pro ...
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Web 2
Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability (i.e., compatibility with other products, systems, and devices) for end users. The term was coined by Darcy DiNucci in 1999 and later popularized by Tim O'Reilly and Dale Dougherty at the first Web 2.0 Conference in 2004. Although the term mimics the numbering of software versions, it does not denote a formal change in the nature of the World Wide Web, but merely describes a general change that occurred during this period as interactive websites proliferated and came to overshadow the older, more static websites of the original Web. A Web 2.0 website allows users to interact and collaborate with each other through social media dialogue as creators of user-generated content in a virtual community. This contrasts the first generation of Web 1.0-era websites where people were limited to vie ...
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Learning Theory (education)
Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a world view, is acquired or changed and knowledge and skills retained. Behaviorists look at learning as an aspect of conditioning and advocate a system of rewards and targets in education. Educators who embrace cognitive theory believe that the definition of learning as a change in behaviour is too narrow, and study the learner rather than their environment—and in particular the complexities of human memory. Those who advocate constructivism believe that a learner's ability to learn relies largely on what they already know and understand, and the acquisition of knowledge should be an individually tailored process of construction. Transformative learning theory focuses on the often-necessary change required in a learner's preconceptions and world view. Geographica ...
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Self-regulated Learning
Self-regulated learning (SRL) is one of the domains of self-regulation, and is aligned most closely with educational aims. Broadly speaking, it refers to learning that is guided by '' metacognition'' (thinking about one's thinking), ''strategic action'' (planning, monitoring, and evaluating personal progress against a standard), and ''motivation to learn''. A self-regulated learner "monitors, directs, and regulates actions toward goals of information acquisition, expanding expertise, and self-improvement”. In particular, self-regulated learners are cognizant of their academic strengths and weaknesses, and they have a repertoire of strategies they appropriately apply to tackle the day-to-day challenges of academic tasks. These learners hold incremental beliefs about intelligence (as opposed to entity, or fixed views of intelligence) and attribute their successes or failures to factors (e.g., effort expended on a task, effective use of strategies) within their control. Finally, ...
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Virtual Learning Environment
A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation and have some level of integration with other institutional systems. In North America, VLE's are often referred to as Learning Management Systems (LMS). For teachers and instructors who edit them, VLEs may be used as authoring and design environments. VLEs have been adopted by almost all higher education institutions in the English-speaking world. Components The following are the main components required for the best virtual learning environment or online education curriculum to take place. VLE learning platforms commonly allow: *Content management – creation, storage, access to and use of learning resources *Curriculum mapping and pl ...
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Collective Intelligence
Collective intelligence (CI) is shared or group intelligence (GI) that emerges from the collaboration, collective efforts, and competition of many individuals and appears in consensus decision making. The term appears in sociobiology, political science and in context of mass peer review and crowdsourcing applications. It may involve consensus, social capital and formalisms such as voting systems, social media and other means of quantifying mass activity. Collective IQ is a measure of collective intelligence, although it is often used interchangeably with the term collective intelligence. Collective intelligence has also been attributed to bacteria and animals. It can be understood as an emergent property from the synergies among: #data-information-knowledge #software-hardware #individuals (those with new insights as well as recognized authorities) that continually learns from feedback to produce just-in-time knowledge for better decisions than these three elements acting alo ...
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Gilly Salmon
Gilly Salmon has been a digital learning innovator for more than 30 years. She is the founder and C.E.O of Education Alchemists Ltd - a company formed around her life's work including Carpe Diem learning design methodology, pedagogical transformation, online teaching, technology enhanced learning, the 5 stage model and e-tivities. Previously, Salmon was Academic Director for Open Education Services ( OES) in the UK. Previously, Professor of Innovation and Transformation, and Associate Dean, Online, at the University of Liverpool Management School. Pro Vice chancellor at the University of Western Australia , Pro Vice Chancellor (Learning Transformations) at Swinburne University of Technology, in Melbourne, Australia ;Executive Director and Professor (Learning Futures) at the Australian Digital Futures Institute, University of Southern Queensland, Australia. She was previously Professor of E-learning and Learning Technologies, and Head of the Beyond Distance Research Alliance and ...
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