Lately I came across a website called Courseduck. It is certainly something that I haven’t seen before and immediately draw my attention, so I started digging into it.
CourseDuck is a website meant to help users search and compare courses offered by various institutions and organizations like Udemy, edX, Coursera, etc. Simply put, Courseduck is a search engine for online courses.
Έχοντας εργαστεί και ως Instructional Design αλλα και ως developer στην βιομηχανία του eLearning από το 2014 και εντεύθεν θεωρώ πως έφτασε η ώρα να υπογραμμίσω τις συγκεκριμένες παθογένειες που διατρέχουν την εξ ’αποστάσεως μάθηση ή έστω αυτό που εμείς νομίζουμε ότι είναι η εξ’ αποστάσεως μάθηση στην Ελλάδα. Στο σημείο αυτό να αναφέρω πως έχω εργαστεί για διάφορους οργανισμούς (Amazon, QLS, University of Nicosia, CARDET, κλπ.) έχοντας υλοποιήσει μια πλειάδα από προγράμματα eLearning τα οποία μου επιτρέπουν να έχω μια σφαιρική εικόνα σε σχέση με τις συνθήκες που επικρατούν στο χώρο.
Παρατηρώντας και αναλύοντας τον τρόπο με τον οποίο τα προγράμματα eLearning προσφέρονται αυτή τη στιγμή στην Ελλάδα, εντάσσω και την Κύπρο εδώ, διαπιστώνω την πλάνη η οποία επικρατεί γύρω από τον κλάδο.
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?