Variables are indeed tricky if you've never used them but it is something you can not ignore if you are aiming for advanced interactions and calculations in eLearning. This week the challenge that was set for the eLearning Heroes community was to share an example that demonstrates how number variables can be used in eLearning.
According to Purdue University (n.d), an Instructional Designer is a person who ensures that students learn efficiently by creating high quality learning materials that take into account their strengths and weaknesses. It is an interesting and promising field, so the question arises: How can one become Instructional Designer?
With almost two thousand Moodle plugins out there, which ones should the course creator choose to enhance his/her courses? This article enlists some of the best Moodle plugins you can install in 2020.
Kirkpatrick Model is used for evaluating the training programs that take place in businesses. Due to the fact that modern schools and organizations operate in similar ways to businesses, such a model can be used to analyse the impact of teacher training programs as well. Kirkpatrick Model takes into account any style of training, both informal or formal, to determine aptitude based on four levels criteria: reaction, learning, behavior and results.
We live in a time of rapid changes in education, where online learning is growing by the day and providing unprecedented access for students as well as unprecedented challenges for educators. In this article you will learn how to overcome the biggest eLearning challenges and daunting questions you might be asking yourself so you can meet students' needs with ease and style.
Have you ever been to Beijing, New York, Athens or Rome at the same day? Have you ever travelled to the outer space or into the deepest oceanic rift? If the answer is no, then you probably haven’t experienced Virtual Reality yet. Despite its wide impact in both entertainment and training fields, education has still been trying to find ways to embrace VR into classes. Eventually the question arises: How can VR benefit students and what is its wider impact on Education?
So, you have managed to survive the transition from traditional to online teaching. What happens from now on? Are you planning to continue teaching online because of the possibility of a new lockdown? If the answer to the previous question is positive, then have you thought how to offer better eLearning courses to your students in the future?
Difficulties in distance teaching can be sorted into 3 major categories: 1) Technical, 2) Pedagogical - didactic, 3) Management. What are the main difficulties in each category? How can one overcome them?
The following free course aims to help students and professionals who seek to understand the basic framework and differences of some of the main learning theories including Behaviourism, Constructivism, Social Learning, Pedagogy, Andragogy, Multiple Intelligences theory
Now that everyone is talking about converting conventional forms of work into eLearning, now that traditional classrooms are seeking to become eLearning classrooms, people have finally realized that work from home is actually a viable form of work! People who work remotely, work as hard as you, pay the same taxes as you, and in most cases are more productive than you. This is because freelancers or professionals who have chosen this path are extremely experienced in this practice as they apply it for years and by recognizing its value, they have been reaping the fruits of their effort for a long time now. But how can somebody who is not experienced enough adapt and survive this situation?
Follow these easy and useful tips that will help you learn how to become a succesful eLearning educator.
Articulate Storyline's core authoring features (states, layers, and triggers) are the building blocks that make it easy for virtually anyone to create interactive e-learning.
But when you want to create more dynamic and personalized learning experiences, you have to know how to use variables correctly. This week, our challenge was to share an example that demonstrates how true/false variables can be used in e-learning.
It was meant to be part of a project that I have been working on about museums of Cyprus but at the very end I abandoned the 100% mobile approach I am using here, to a universal 1920 x 1080 one. So without further ado, here is my example that demonstrates how true/false variables can be used
Today's world has never become so connected in the past. The increased number of video conferencing solutions clarify this ongoing demand for connection since It allows users to see and listen each other but undoubtedly there is lack of interaction between them.
A new technology is about to break this barrier. This brand new shiny gem of the technological breakthroughs is Holoportation, which is the next big thing for many industries and fields.
Having worked as an Instructional Design and as an eLearning developer in the eLearning industry since 2014 I think it's time to highlight some of the most notable myths of eLearning in Greece. At this point I would like to mention that having worked for various organizations (Amazon, University of Nicosia, CARDET, etc.) and having developed a serious number of eLearning programs in my career, I believe that I am allowed to have a solid view of the conditions that dominate the field in Greece.
Observing and analyzing the way eLearning programs are currently offered in Greece, including Cyprus, I can see the fallacy surrounding the industry.
This week’s elearning heroes challenge is about Using Tooltips as Microinteractions in eLearning. 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.
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?
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?
Those who design and develop educational applications have undoubtedly come across the term "Storyboard", a vague and obscure term. So what is a Storyboard?
Ask a group of course designers we know how to make e-learning more engaging by using images, videos, and animations more effectively. The visuals and interactive elements are really good places to start. But there’s another element that’s often overlooked: audio.
E-learning audio is more than voice-over narration. Audio includes audio interviews, ambient sounds, natural sound effects, and background music. Used effectively, these can help draw in learners, focus their attention, and fuel their imaginations. And that's what E-learning heroes community weekly challenge is all about!
Virtual reality has attracted the interest of the research community due to the endless possibilities itoffers in the educational arena. Although a wide range of applications already exists, further researchis required to establish effective practices for a fruitful classroom implementation. This quantitative research of a sample of 37 primary school students explores the educational affordances and students’perceptions of virtual reality systems as supportive tools for teaching English as a foreign language.
It is well known that gamification is an engaging technique that enables the creation of a deeper bond between the user and the product. Why does this happen? How does Neuroscience explain this connection? Read the article below by Juliette Denny to learn more.
Despite the fact that in comparative development corporate eLearning has grown by a stunning 900% since 2000, multiple training programs are still offered in an old-fashioned way of delivering eLearning courses. This leads to limited engagement and in some cases to the failure of the whole training programme.Those are the most common issues that eLearning programs face today.
What is the Gamification of Learning? How can Gamification affect the design and sucess of eLearning Programms?
Nowadays countless activities involve us in a process of collecting points. You may get points for buying regularly from your local coffee shop, your neighborhood supermarket or even by travelling with the same airlines. Those are just a few common examples of gamification in the everyday life for most of us.
Gaming is the use of game mechanics in non-playable situations (Detering, Dixon, Khaled, & Nacke, 2011). This way, the game-related elements are used to directly improve the user experience and enhance one’s interest, encouraging greater product loyalty.
What is microlearning? Can it improve students' engagement? Is it more advantageous compared to traditional ways of delivering content? Should microlearning be used in every single course?
The gamification of learning is a modern, student friendly, efficient way of teaching and deliving content. This approach uses the elements and characteristics of video games to transform teaching in a way that will greatly affect students' engagement.
Why is it so vital for a course to be as interactive as possible? Static text and boring pictures cannot engage learners deeply. Instead, a variety of strategies should be taken into consideration.