A research directions for e-learning technologies

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A research directions for e-learning technologies

  1. 1. Research Directions for e- Learning Technologies Timothy K. Shih
  2. 2. Outline In this Semester, we have discussed the following issues • Overview of Distance Learning Technologies • Asynchronized Distance Learning • Synchronized Distance Learning • Distance Learning Software Systems • Distance Learning Standards – SCORM • Distance Learning Standards – Q&TI • Learning Object Repository and CORDRA • Intelligent Tutoring and Adaptive Testing • Selected Topics for e-Learning Technologies – Mobile Learning • Selected Topics for e-Learning Technologies – Game Based Learning • Selected Topics for e-Learning Technologies – CHI • Selected Topics for e-Learning Technologies –Digital TV and MHP
  3. 3. Some Topics in GBL • Game Based Collaborative Learning • Assessment of Learning Performance in GBL • Authoring Tools for GBL • Game Engine Development and Customization to GBL • Artificial Intelligent for GBL • On-Line and Mobile Game Technologies • Location-Aware Games and Ubiquitous Technologies • Multimodality Interactions in GBL • Evaluation and User Experiences of GBL Systems • Social Impacts of GBL • Educational Game Design
  4. 4. Suggested Research Directions • Practical guideline for linking contents to games: although there are models for GBL development, it is still a difficult but critical issue to properly link contents and flow of experience into video games. • Taxonomy of games for education: different academic subjects might need different types of video games. Although there are taxonomies for games, an analysis strategy of game taxonomy for education is helpful.
  5. 5. Suggested Research Directions • Quantitative metric for the evaluation of GBL: GBL increases the motivation of study. However, a quantitative metric of the improvement could be useful. In addition, the assessment of student performance needs to distinguish whether a student successfully plays a game or in fact learns the material. • Social game for collaborative learning: with the recent development of social computing, social games will further play an important role in GBL. The development of collaborative learning can take game technologies into consideration.
  6. 6. Suggested Research Directions • Adaptive technologies in GBL: the study of individual differences in social network and gameplay is important. Adaptive technologies to support different types of students while they are playing social games are interesting issues to be investigated.
  7. 7. Suggested Research Directions • Advanced ICTs: the use of advanced information and communication technologies is important. With the recent development in Computer-Human- Interaction (CHI) technologies, super- realistic and high resolution graphics, and 3D video technologies, there are technical challenges ahead, from both engineering and sociological perspectives.
  8. 8. How about Social Computing? • Micro-blogging Service for Discussion Board over Social Networks • Learning Management Systems Based on Social Networking Sites • Tools for Social Knowledge Sharing • Social Games for e-Learning • Social Media for e-Learning • Collaborative Learning on Social Networks • Scaling of e-Learning Community over Social Networks • Visualization of e-Learning Social Networks • PoD Casting of e-Learning Contents Based on Common Social Preferences • Peer Review for e-Learning Assessment over Social Networks • Searching and Registry of Learning Objects over Social Networks • Secure e-Portfolio in Social Networks • e-Campus on Virtual World Systems for Interaction

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