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Digital learning is any type of learning that is accompanied by technology or by instructional practice that makes effective use of technology. It encompasses the application of a wide spectrum of practices, including blended and virtual learning. Digital learning is sometimes confused with online learning or e-learning; digital learning encompasses the aforementioned concepts. Digital learning has become widespread during the COVID-19 pandemic. Overview A digital learning strategy may include any of or a combination of any of the following: * adaptive learning * badging and gamification * blended learning * classroom technologies * e-textbooks * learning analytics * learning objects * mobile learning, e.g. mobile phones, tablet computers, laptops, computers. * personalised learning * online learning (or e-learning) * open educational resources (OERs) * technology-enhanced teaching and learning * virtual reality * augmented reality Through the use of mobile technologies, le ...
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Blended Learning
Blended learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods. Blended learning requires the physical presence of both teacher and student, with some elements of student control over time, place, path, or pace.Friesen, Norm (2012).تیتبصتبخهثبتخهسثتبخسثبخهسثتبسثبخØ"Report:Defining Blended Learning"/ref> While students still attend brick-and-mortar schools with a teacher present, face-to-face classroom practices are combined with computer-mediated activities regarding content and delivery. It is also used in professional development and training settings. Since blended learning is highly context-dependent, a universal conception of it is difficult. Some reports have claimed that a lack of consensus on a hard definition of blended learning ha ...
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Online Learning In Higher Education
Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well. History of online learning in higher education in the United States The first correspondence courses began in the 1800s using parcel post to reach students who couldn't be on a university campus. By the early 1900s, communication technologies improved and distance education took to the ...
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Educational Technology In Sub-Saharan Africa
Educational technology in sub-Saharan Africa refers to the promotion, development and use of information and communication technologies (ICT), m-learning, media, and other technological tools to improve aspects of education in sub-Saharan Africa. Since the 1960s, various information and communication technologies have aroused strong interest in sub-Saharan Africa as a way of increasing access to education, and enhancing its quality and fairness. History: Radio and television The first initiatives to introduce technologies into education were carried out by States directly, as they were at the time embarking on wide-ranging education reforms. During that period – from decolonization through to the 1980s – the dominant paradigm in education, common to African States and international organizations, was that of the interventionist State. Against that background, major large- scale programmes were developed, which were to some extent successful. In this way, the Bouaké schools rad ...
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Open Educational Resources
Open educational resources (OER) are Instructional materials, teaching, learning, and research materials intentionally created and Free license, licensed to be free for the end user to own, share, and in most cases, modify. The term "OER" describes publicly accessible materials and resources for any user to use, re-mix, improve, and redistribute under some licenses. These are designed to reduce accessibility barriers by implementing best practices in teaching and to be adapted for local unique contexts.Mishra, M., Dash, M. K., Sudarsan, D., Santos, C. A. G., Mishra, S. K., Kar, D., ... & da Silva, R. M. (2022). Assessment of trend and current pattern of open educational resources: A bibliometric analysis. ''The Journal of Academic Librarianship'', ''48''(3), 102520. The development and promotion of open educational resources is often motivated by a desire to provide an alternative or enhanced educational paradigm. Definition and scope Open educational resources (OER) are part of ...
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Massive Open Online Course
A massive open online course (MOOC ) or an open online course is an online course aimed at unlimited participation and open access via the Web. In addition to traditional course materials, such as filmed lectures, readings, and problem sets, many MOOCs provide interactive courses with user forums or social media discussions to support community interactions among students, professors, and teaching assistants (TAs), as well as immediate feedback to quick quizzes and assignments. MOOCs are a widely researched development in distance education, first introduced in 2008, that emerged as a popular mode of learning in 2012, a year called the "Year of the MOOC". Early MOOCs (cMOOCs: Connectivist MOOCs) often emphasized open-access features, such as open licensing of content, structure and learning goals, to promote the reuse and remixing of resources. Some later MOOCs (xMOOCs: extended MOOCs) use closed licenses for their course materials while maintaining free access for students. ...
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Distance Education
Distance education, also known as distance learning, is the education of students who may not always be physically present at a school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can be completely distance learning, or a combination of distance learning and traditional classroom instruction (called hybrid or Blended learning, blended). Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning). Massive open online courses (MOOCs), offering large-scale interactive participation ...
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Digital Credential
Digital credentials are the digital equivalent of paper-based credentials. Just as a paper-based credential could be a passport, a driver's license, a membership certificate or some kind of ticket to obtain some service, such as a cinema ticket or a public transport ticket, a digital credential is a proof of qualification, competence, or clearance that is attached to a person. Also, digital credentials prove something about their owner. Both types of credentials may contain personal information such as the person's name, birthplace, birthdate, and/or biometric information such as a picture or a finger print. Because of the still evolving, and sometimes conflicting, terminologies used in the fields of computer science, computer security, and cryptography, the term "digital credential" is used quite confusingly in these fields. Sometimes passwords or other means of authentication are referred to as credentials. In operating system design, credentials are the properties of a process ...
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Online Credentials For Learning
Online credentials for learning are digital credentials that are offered in place of traditional paper credentials for a skill or educational achievement. They are directly linked to the accelerated development of internet communication technologies, the development of digital badges, electronic passports and massive open online courses (MOOCs). History Online credentials have their origin in the concept of open educational resources (OER), which was invented during the Forum on Open Courseware for Higher Education in Developing Countries held in 2002 at UNESCO. Over the next decade the OER concept gained significant traction, and this was confirmed by the World Open Educational Resources (OER) Congress organized by UNESCO in 2012. One of the outcomes of the congress was to encourage the open licensing of educational materials produced with public funds. Creative Commons licensing provides the necessary standardization for copyright permissions, with a strong emphasis on the shif ...
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Education And Technology
The relationship between education and technology has become a defining feature of modern development, fueled by the rapid growth of internet connectivity and mobile penetration. Our world is now interconnected, with approximately 40% of the global population utilising the internet, a figure that continues to rise at an astonishing pace. While internet connectivity varies across countries and regions, the number of households with internet access in the global South has surpassed those in the global North. Additionally, over 70% of mobile telephone subscriptions worldwide are now found in the global South. It is projected that within the next twenty years, five billion people will transition from having no connectivity to enjoying full access. Such technologies have expanded opportunities for freedom of expression and for social, civic and political mobilization, but they also raise important concerns. The availability of personal information in the cyber world, for example, brings ...
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COVID-19 Pandemic
The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identified in an outbreak in the Chinese city of Wuhan in December 2019. Attempts to contain it there failed, allowing the virus to spread to other areas of Asia and later worldwide. The World Health Organization (WHO) declared the outbreak a public health emergency of international concern on 30 January 2020, and a pandemic on 11 March 2020. As of , the pandemic had caused more than cases and confirmed deaths, making it one of the deadliest in history. COVID-19 symptoms range from undetectable to deadly, but most commonly include fever, dry cough, and fatigue. Severe illness is more likely in elderly patients and those with certain underlying medical conditions. COVID-19 transmits when people breathe in air contaminated by droplets and ...
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Educational Technology
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". It ...
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Gamification Of Learning
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation. There are two forms of gamification: structural, which means no changes to subject matter, and the altered content method that adds subject matter. Games applied in learning can be considered serious games, or games where the learning experience is centered around serious stories. A serious story needs to be both "impressive in quality" and "part of a thoughtful proc ...
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