This week’s elearning heroes challenge is about Using Tooltips as Microinteractions in E-Learning. Tooltips are a popular microinteraction that can enhance your learner’s course experience. Tooltips can be text-based or include multimedia, hyperlinks, and performance support material. In this week's challenge, we're looking for creative ways to use tooltips in e-learning. So here is my week's submission:
This course aimed to teach young EFL students about Body Parts. It is divided into 4 segments that are actually 4 different pictures that jump into different slides. At the learn section all the knowledge can be found for the student. The problem was that I didn’t want to bombard youngsters with information and overwhelm the slide with text. So I came with the following solution
Project-based learning (PBL) is a student-centered methodology that encourages students to learn and apply knowledge and skills through an engaging experience and active exploration of real-world problems (Dewey, 1997). Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem (Markham, 2011). PBL contrasts with traditional teaching since it doesn’t portray a linear knowledge path but instead poses questions and problems, thus enabling the motion of learning by doing.
What is Informal Learning? What is the difference between Informal and Formal Learning? How can Informal Learning be applied to eLearning scenarios?
Informal learning is any learning that is organized differently compared to the formal learning that happens inside classroom, either online or regular, because it has no pre-determined and clear objectives in terms of knowledge or learning outcomes.
We have reached a point in our lives that would seem impossible to previous generations, thanks to the technological improvements that have bettered our daily lives. We have also seen the rise of EdTech around the world during the last few years however most of those solutions are still lacking in most schools around the globe. It really disappoints me the fact that today’s teachers still use realia, photocopies, and plain books to teach Gen Z students, the so called “Digital natives”, who were born with a smartphone on one hand and a mouse on the other. A variety of issues are to blame for this situation.
Moving into a technologically dependent society, it is becoming clear that video games are everywhere around us. They are so deeply rooted in human culture that more than 155 million US citizens choose them as a form of entertainment (ESA, 2015). Although it is a difficult task to accurately identify the extent of their penetration into society, given their role in entertainment and other areas, efforts have been made in recent years to develop them as an educational tool that will enhance conventional teaching and learning. in line with modern pedagogical approaches. (Foster, Shah & Duvall, 2015). But why has this effort not been successful? Is it their very nature that prevents them from being integrated into the classroom, or are other factors that make integration difficult?
If you make a tour at pages about education and education technology you will find out that in 2019 Virtual Reality remains one of its biggest trends. Of course most of the applications currently available are about foreign language learning.
I recently came across a new application that aims to enhance their learning through a virtual discussion process between the student - user and the VR system. This application is ImmerseMe, which as its name suggests expects to immerse the student into a virtual world by simulating everyday conversations in foreign languages. . The question is, can it stand out from the rest of VR applications?
To be able to meet the needs of our knowledge-based society, the modern educator must constantly learn and evolve. Continuous training is necessary to improve the quality of teaching. Various studies have shown that the appropriate pedagogical approaches and regular teacher training influence students' success more than other factors such as the number of students in the classroom or the teacher's previously gained experience. A well-informed educator is able to help his students learn and improve their performance in various disciplines. Given that teachers tend to teach in the way they are taught, there is a need for a complete restructuring of how they are trained.
But what needs to be taken into account in order for teacher training programs to succeed?
Motivation is a critical factor in the success of learning. When motivation weakens, learning ceases (Gee, 2003). Planning activities that emphasize students' motivation are able to offer ways to bridge their lack of interest, increase their involvement and ultimately foster learning in the subject area. How can the ARCS motivation model help instructional designers create more fun and engaging learning activities for the learners?