Published Articles - SMILE - Learning Strategy for the digital AgeVidyasagar Abburi
This document outlines a learning strategy called SMILE (Simple, Motivating, Interactive, Learner-centric Environment) for the digital age. SMILE aims to create an environment where students enjoy learning and learn how to learn. It emphasizes making concepts simple, motivating learning through relevance and interaction, facilitating collaborative and active learning, and ensuring flexibility and access to learning opportunities for all. The strategy discusses using technology and open resources to implement established learning theories in innovative ways and transform teaching and learning. It argues for the need of such a strategy to prepare students for lifelong learning in a changing world and knowledge economy.
Creating a distant learning environment for corporate trainersShirley Love
This document outlines a proposal for creating an online training program to teach corporate trainers how to develop distance learning programs. It will train managers over 3 days to gain skills in online teaching using tools like Articulate 360. The training will focus on identifying audiences, skills needed for effective online facilitation like creating engaging content and building trust. It will also cover learning theories like transactional distance theory and connectivism. Trainees will learn to use technology tools like learning management systems, infographics, simulations and will complete a final group project designing an online course using Articulate. The goal is to help managers revolutionize training by establishing user-friendly online programs.
1) The integration of mobile technology in classrooms has become essential for 21st century education, but effective integration depends more on how teachers use technology to enhance learning than which devices are used.
2) Educational apps are commonly used but must have clear pedagogical goals; simply adding technology to traditional teaching risks diluting effectiveness.
3) For technology to truly enhance learning, it needs to be seamlessly integrated into the curriculum rather than used as an add-on; this requires teachers developing new technological pedagogies.
This document provides an introduction to an action research study that will examine the impact of implementing Google Apps as a learning management system in a grade 8 classroom. The study aims to see how Google Apps affects student initiative, collaborative group work, and compatibility issues between student work done on different operating systems. The researcher believes action research is well-suited for examining technology innovations in the classroom. The document outlines the researcher's area of focus and research questions regarding how Google Apps may enable more effective instruction inside and outside the classroom.
If you’re among those educational innovators, you will have to make several business decisions, from choosing an Education Mobile App Development Company to marketing your app. Hence, I would recommend you find the right app development partner for your EdTech mobile app development project.
Human Computer Interface factors in virtual learning environment MohsenFarahani8
hci factors in technology enhanced learning.
how gamification and learning theories and hci meet. presentation in Iran University of Science and Technology
Published Articles - SMILE - Learning Strategy for the digital AgeVidyasagar Abburi
This document outlines a learning strategy called SMILE (Simple, Motivating, Interactive, Learner-centric Environment) for the digital age. SMILE aims to create an environment where students enjoy learning and learn how to learn. It emphasizes making concepts simple, motivating learning through relevance and interaction, facilitating collaborative and active learning, and ensuring flexibility and access to learning opportunities for all. The strategy discusses using technology and open resources to implement established learning theories in innovative ways and transform teaching and learning. It argues for the need of such a strategy to prepare students for lifelong learning in a changing world and knowledge economy.
Creating a distant learning environment for corporate trainersShirley Love
This document outlines a proposal for creating an online training program to teach corporate trainers how to develop distance learning programs. It will train managers over 3 days to gain skills in online teaching using tools like Articulate 360. The training will focus on identifying audiences, skills needed for effective online facilitation like creating engaging content and building trust. It will also cover learning theories like transactional distance theory and connectivism. Trainees will learn to use technology tools like learning management systems, infographics, simulations and will complete a final group project designing an online course using Articulate. The goal is to help managers revolutionize training by establishing user-friendly online programs.
1) The integration of mobile technology in classrooms has become essential for 21st century education, but effective integration depends more on how teachers use technology to enhance learning than which devices are used.
2) Educational apps are commonly used but must have clear pedagogical goals; simply adding technology to traditional teaching risks diluting effectiveness.
3) For technology to truly enhance learning, it needs to be seamlessly integrated into the curriculum rather than used as an add-on; this requires teachers developing new technological pedagogies.
This document provides an introduction to an action research study that will examine the impact of implementing Google Apps as a learning management system in a grade 8 classroom. The study aims to see how Google Apps affects student initiative, collaborative group work, and compatibility issues between student work done on different operating systems. The researcher believes action research is well-suited for examining technology innovations in the classroom. The document outlines the researcher's area of focus and research questions regarding how Google Apps may enable more effective instruction inside and outside the classroom.
If you’re among those educational innovators, you will have to make several business decisions, from choosing an Education Mobile App Development Company to marketing your app. Hence, I would recommend you find the right app development partner for your EdTech mobile app development project.
Human Computer Interface factors in virtual learning environment MohsenFarahani8
hci factors in technology enhanced learning.
how gamification and learning theories and hci meet. presentation in Iran University of Science and Technology
This document summarizes an article from the June 2012 issue of Training & Development magazine. The article discusses how social media is becoming integral to how organizations communicate, engage employees, and do business. It is shifting the nature of work and how effectively organizations adopt social technologies will impact their ability to adapt. The role of learning and development practitioners is changing from classroom-focused trainers to facilitators of informal, social, mobile learning opportunities. Practitioners must embrace new technologies and learning models to remain relevant and help organizations and employees navigate these disruptive changes.
This document describes six digital learning role profiles identified by the e-Virtue project: 1) Architecting a digital learning strategy, which involves developing an organization's strategy for using learning technologies; 2) Designing blended learning solutions, which involves designing learning interventions that may include digital elements; 3) Developing digital learning content (specialist), which focuses on creating sophisticated interactive content; 4) Developing digital learning content (non-specialist), which involves creating simpler content to support teaching; 5) Facilitating virtual classroom sessions, which delivers real-time online sessions; and 6) Online tutoring, which provides support for extended online programs. The roles can be combined in various ways depending on the context.
Mobile learning is predicted to become a major disruptor to traditional learning environments. However, there is currently a disconnect between how smartphones and tablets are integrated into personal lives versus educational and workplace settings. A survey found that while Australians widely use mobile devices personally, there has only been limited adoption of mobile learning initiatives in educational institutions and workplaces. Common barriers to adoption include a lack of skills and understanding of mobile learning, high development costs, and concerns about supporting multiple devices and ongoing upgrades. For mobile learning to realize its potential, it needs to be better integrated into overall learning strategies rather than viewed as a separate initiative.
E-learning refers to electronically-supported learning and involves the delivery of educational content via the internet, intranets, audio or video tape, satellite broadcast, interactive TV, and CD-ROM. It encompasses a wide variety of applications and processes including web-based learning, computer-based learning, virtual classrooms, and digital collaboration. E-learning is used by organizations for reasons such as saving money, reaching geographically dispersed groups, and ensuring consistency. Effective e-learning requires sound instructional design and the use of technologies like learning management systems to deliver content and track learner progress. Emerging technologies being used to deliver e-learning include podcasting, vodcasting, wikis, and blogs.
E Learning Department Of Education Sargodha Universityedustudent3
The document provides an introduction to e-learning, including definitions, uses, delivery methods, and design considerations. E-learning is defined as instruction delivered electronically via the internet or other platforms. It can be delivered synchronously, with all learners participating at the same time, or asynchronously, without strict timing. Effective e-learning design incorporates instructional strategies and multimedia to engage learners. Design teams include subject matter experts, instructional designers, developers and project managers. Learning management systems provide platforms for delivering and managing e-learning content and learners.
The document provides an introduction to e-learning, defining it as electronic learning delivered via the internet or other electronic means. It discusses how e-learning is used by organizations for training employees, providing definitions of asynchronous e-learning which is not live, synchronous e-learning which is live, and blended learning which combines different methods. The document also outlines the roles involved in designing e-learning, including instructional designers, subject matter experts, and project managers.
Unified learning and collaboration (ULC) integrates various technologies to provide easy access to content, instruction, and expertise for educators, learners, and administrators. ULC aims to make learning less structured and more collaborative by unifying tools like videoconferencing, web conferencing, learning management systems, and social networks. This allows learning to occur anytime, anywhere, and in different modalities to suit different learning styles. ULC also helps institutions address challenges like developing best practices for instructors, expanding access to education, and leveraging existing resources in a cost-effective way. By unifying these technologies, ULC facilitates knowledge sharing and aims to improve learning outcomes.
The document outlines the author's revised philosophy on the role of technology in education. It begins by acknowledging their original view that technology is not necessary for learning has changed based on gaining more knowledge. The document then discusses concepts like Universal Design for Learning, e-learning, assistive technology funding challenges, learning theories, and how technology is changing the role of teachers and will continue to do so. It concludes by stating the author's revised philosophy is to teach ethical technology practices to empower students and shape socially aware citizens not driven solely by economic incentives, which they will pursue through flexible curriculum and a critical view of technology.
The document discusses several "mega-patterns" that are shaping current and future workplaces and impacting the nature of learning in organizations. These mega-patterns include the changing nature of work and its relationship to learning; the impact of technology on work and learning; and the changing nature of learning in organizations. Specific trends discussed include flexible work arrangements, multi-generational workforces, increased use of mobile devices and wearables, social learning, learning analytics, and the need for learning to be more integrated into work. The document argues that learning must be adapted to these workplace changes and embedded more directly into work to keep up with the new normal.
Blended learning combines multiple learning approaches, including traditional classroom learning and technology-based learning. It uses a combination of different modes of delivery, teaching models, and learning styles. A common example is providing introductory content in a classroom setting, followed by additional online materials. Blended learning aims to blend the strengths of in-person and online learning to create an optimal learning experience.
- Darden Restaurants owns and operates over 2000 restaurants employing around 185,000 people. It aims to deliver 100% guest satisfaction.
- Due to economic impacts, Darden wants to reduce training costs through its Next Generation Training Initiative (NGTI) which will introduce online and distance learning elements in addition to in-person training.
- The NGTI aims to adapt training for "digital natives," reduce printing/travel costs, and lower training hours through blended online and in-person learning accessible both on-site and remotely.
Why use technology in the classroom portfolio jmJasmineMiller23
This paper highlights how the newest generation of students experience technology almost every day in the real world. This paper illustrates how and why teachers and educators can integrate technology into their classrooms to help effectively engage students and enhance their educational content.
Kayla Napier followed several educators on Twitter throughout a class assignment to learn effective 21st century teaching strategies. She found Harold Blanco posted many useful links about incorporating tools like social media and virtual worlds into student-centered, technology-based learning. George Couros emphasized global connectivity and collaboration through social media. Aviva Dunsiger encouraged feedback, inquiry learning, and technology use. The Daring Librarian suggested tools like comics, raps, and infographics. Stephany Madlinger stressed character education and digital citizenship, and encouraged media literacy and organization tools for teachers. Overall, Napier learned strategies to engage students and enhance learning with technology.
Why use technology in the classroom portfolio jmJasmineMiller23
This paper highlights how the newest generation of students experience technology almost every day in the real world. This paper illustrates how and why teachers and educators can integrate technology into their classrooms to help effectively engage students and enhance their educational content.
Increasing Completion Rates through a Self-Service Online Learnng StrategyJo Jenson
This document discusses a self-service online learning strategy to increase completion rates. It proposes a blended learning approach combining online modules, industry placements, webinars, and workshops. This self-service model aims to provide a proactive, motivational learning experience through customization and incorporating the four types of interactions identified as critical for online learner success: learner-to-content, learner-to-instructor, learner-to-learner, and learner-to-interface. The strategy is designed around a virtual learning environment using augmented reality to engage diverse learners and support self-directed learning across multiple learning styles.
Educational Game Design for Online EducationHafidzah Aziz
The document discusses educational game design for online education. It begins by outlining some limitations of traditional e-learning and how educational games can help address issues like lack of motivation. It then reviews different approaches to educational game design, including edutainment games tightly linked to content, repurposing existing commercial games, and specially designed games. The document identifies key pedagogical requirements for educational games in online education, such as integration with e-learning standards/platforms and adaptation to individual learners. Finally, it proposes a product-family approach using educational game engines with built-in features to facilitate game development while meeting pedagogical needs.
This document discusses the use of technology in the math and science classroom. It makes three key points:
1. There is a need for strong support systems for teachers to learn how to effectively integrate technology into their lessons, as lack of support and professional development has led to a "digital divide".
2. Lessons should be designed purposefully using technology tools to enhance learning and engage students, not just for the sake of using technology. Frameworks like Learning for Use and T-GEM can help guide lesson planning.
3. Technology can help bring real-world experiences into the classroom through simulations, virtual field trips, and online learning environments, making lessons more relevant and interesting for students.
This article originally appeared in Training & Development magazine February 2014 Vol 41 No 1, published by the Australian Institute of Training and Development.
It has been reproduced with permission from the editor.
The term "collaborative learning" (CL) refers to a broad range of educational strategies including the combined intellectual efforts of teachers and pupils. Students are typically required to work in groups of two or more, looking together for understanding, answers, or meanings or producing a product. People will be able to collaborate with someone far away just as readily as they would with someone in the same room thanks to the usage of ICT in CL. E-collaboration tool enable users to contribute a variety of abilities to group projects that remove time, distance, and resource limitations. Face-to-face engagement is still important, but ICT can enhance it by enabling communication at any time and from any location. ICT functions for group work coordination, tools for tracking progress and providing feedback, libraries of solutions and best practises, as well as meta data, are all available as collaborative technologies. In order to facilitate collaborative learning in all areas of education, the following technological tools can be used: wiki, online forums, chat, video conferencing, email, blogging, learning management systems, virtual classrooms, Sticky notes, etc.
Personalisation, on-demand and predictive analytics: e-learning’s next leap f...Mindfire LLC
While online learning gained popularity in the 90’s, off late it has gained further traction. With the Covid-19 pandemic and its associated lockdowns, e-learning has emerged as one of the prominent uses of technology in the 21st century. E-learning as an educational experience is delivered electronically. It comprises many elements such as live or pre-recorded lecture content, videos, quizzes and other interactive elements.
Digital leadership focuses on developing 21st century skills like creativity, collaboration, and problem-solving through technology integration. Teacher and student surveys found that Google Classroom, Edmodo, and QR codes were popular tools to engage students. Transitioning to 1:1 devices requires shifting perceptions, supporting teachers, and using technology for interactive learning both in and out of class. Blended learning combins digital tools, BYOD, and interactive lessons to prepare students. True digital leadership requires developing a collaborative culture where all stakeholders contribute to transformation.
This document summarizes an article from the June 2012 issue of Training & Development magazine. The article discusses how social media is becoming integral to how organizations communicate, engage employees, and do business. It is shifting the nature of work and how effectively organizations adopt social technologies will impact their ability to adapt. The role of learning and development practitioners is changing from classroom-focused trainers to facilitators of informal, social, mobile learning opportunities. Practitioners must embrace new technologies and learning models to remain relevant and help organizations and employees navigate these disruptive changes.
This document describes six digital learning role profiles identified by the e-Virtue project: 1) Architecting a digital learning strategy, which involves developing an organization's strategy for using learning technologies; 2) Designing blended learning solutions, which involves designing learning interventions that may include digital elements; 3) Developing digital learning content (specialist), which focuses on creating sophisticated interactive content; 4) Developing digital learning content (non-specialist), which involves creating simpler content to support teaching; 5) Facilitating virtual classroom sessions, which delivers real-time online sessions; and 6) Online tutoring, which provides support for extended online programs. The roles can be combined in various ways depending on the context.
Mobile learning is predicted to become a major disruptor to traditional learning environments. However, there is currently a disconnect between how smartphones and tablets are integrated into personal lives versus educational and workplace settings. A survey found that while Australians widely use mobile devices personally, there has only been limited adoption of mobile learning initiatives in educational institutions and workplaces. Common barriers to adoption include a lack of skills and understanding of mobile learning, high development costs, and concerns about supporting multiple devices and ongoing upgrades. For mobile learning to realize its potential, it needs to be better integrated into overall learning strategies rather than viewed as a separate initiative.
E-learning refers to electronically-supported learning and involves the delivery of educational content via the internet, intranets, audio or video tape, satellite broadcast, interactive TV, and CD-ROM. It encompasses a wide variety of applications and processes including web-based learning, computer-based learning, virtual classrooms, and digital collaboration. E-learning is used by organizations for reasons such as saving money, reaching geographically dispersed groups, and ensuring consistency. Effective e-learning requires sound instructional design and the use of technologies like learning management systems to deliver content and track learner progress. Emerging technologies being used to deliver e-learning include podcasting, vodcasting, wikis, and blogs.
E Learning Department Of Education Sargodha Universityedustudent3
The document provides an introduction to e-learning, including definitions, uses, delivery methods, and design considerations. E-learning is defined as instruction delivered electronically via the internet or other platforms. It can be delivered synchronously, with all learners participating at the same time, or asynchronously, without strict timing. Effective e-learning design incorporates instructional strategies and multimedia to engage learners. Design teams include subject matter experts, instructional designers, developers and project managers. Learning management systems provide platforms for delivering and managing e-learning content and learners.
The document provides an introduction to e-learning, defining it as electronic learning delivered via the internet or other electronic means. It discusses how e-learning is used by organizations for training employees, providing definitions of asynchronous e-learning which is not live, synchronous e-learning which is live, and blended learning which combines different methods. The document also outlines the roles involved in designing e-learning, including instructional designers, subject matter experts, and project managers.
Unified learning and collaboration (ULC) integrates various technologies to provide easy access to content, instruction, and expertise for educators, learners, and administrators. ULC aims to make learning less structured and more collaborative by unifying tools like videoconferencing, web conferencing, learning management systems, and social networks. This allows learning to occur anytime, anywhere, and in different modalities to suit different learning styles. ULC also helps institutions address challenges like developing best practices for instructors, expanding access to education, and leveraging existing resources in a cost-effective way. By unifying these technologies, ULC facilitates knowledge sharing and aims to improve learning outcomes.
The document outlines the author's revised philosophy on the role of technology in education. It begins by acknowledging their original view that technology is not necessary for learning has changed based on gaining more knowledge. The document then discusses concepts like Universal Design for Learning, e-learning, assistive technology funding challenges, learning theories, and how technology is changing the role of teachers and will continue to do so. It concludes by stating the author's revised philosophy is to teach ethical technology practices to empower students and shape socially aware citizens not driven solely by economic incentives, which they will pursue through flexible curriculum and a critical view of technology.
The document discusses several "mega-patterns" that are shaping current and future workplaces and impacting the nature of learning in organizations. These mega-patterns include the changing nature of work and its relationship to learning; the impact of technology on work and learning; and the changing nature of learning in organizations. Specific trends discussed include flexible work arrangements, multi-generational workforces, increased use of mobile devices and wearables, social learning, learning analytics, and the need for learning to be more integrated into work. The document argues that learning must be adapted to these workplace changes and embedded more directly into work to keep up with the new normal.
Blended learning combines multiple learning approaches, including traditional classroom learning and technology-based learning. It uses a combination of different modes of delivery, teaching models, and learning styles. A common example is providing introductory content in a classroom setting, followed by additional online materials. Blended learning aims to blend the strengths of in-person and online learning to create an optimal learning experience.
- Darden Restaurants owns and operates over 2000 restaurants employing around 185,000 people. It aims to deliver 100% guest satisfaction.
- Due to economic impacts, Darden wants to reduce training costs through its Next Generation Training Initiative (NGTI) which will introduce online and distance learning elements in addition to in-person training.
- The NGTI aims to adapt training for "digital natives," reduce printing/travel costs, and lower training hours through blended online and in-person learning accessible both on-site and remotely.
Why use technology in the classroom portfolio jmJasmineMiller23
This paper highlights how the newest generation of students experience technology almost every day in the real world. This paper illustrates how and why teachers and educators can integrate technology into their classrooms to help effectively engage students and enhance their educational content.
Kayla Napier followed several educators on Twitter throughout a class assignment to learn effective 21st century teaching strategies. She found Harold Blanco posted many useful links about incorporating tools like social media and virtual worlds into student-centered, technology-based learning. George Couros emphasized global connectivity and collaboration through social media. Aviva Dunsiger encouraged feedback, inquiry learning, and technology use. The Daring Librarian suggested tools like comics, raps, and infographics. Stephany Madlinger stressed character education and digital citizenship, and encouraged media literacy and organization tools for teachers. Overall, Napier learned strategies to engage students and enhance learning with technology.
Why use technology in the classroom portfolio jmJasmineMiller23
This paper highlights how the newest generation of students experience technology almost every day in the real world. This paper illustrates how and why teachers and educators can integrate technology into their classrooms to help effectively engage students and enhance their educational content.
Increasing Completion Rates through a Self-Service Online Learnng StrategyJo Jenson
This document discusses a self-service online learning strategy to increase completion rates. It proposes a blended learning approach combining online modules, industry placements, webinars, and workshops. This self-service model aims to provide a proactive, motivational learning experience through customization and incorporating the four types of interactions identified as critical for online learner success: learner-to-content, learner-to-instructor, learner-to-learner, and learner-to-interface. The strategy is designed around a virtual learning environment using augmented reality to engage diverse learners and support self-directed learning across multiple learning styles.
Educational Game Design for Online EducationHafidzah Aziz
The document discusses educational game design for online education. It begins by outlining some limitations of traditional e-learning and how educational games can help address issues like lack of motivation. It then reviews different approaches to educational game design, including edutainment games tightly linked to content, repurposing existing commercial games, and specially designed games. The document identifies key pedagogical requirements for educational games in online education, such as integration with e-learning standards/platforms and adaptation to individual learners. Finally, it proposes a product-family approach using educational game engines with built-in features to facilitate game development while meeting pedagogical needs.
This document discusses the use of technology in the math and science classroom. It makes three key points:
1. There is a need for strong support systems for teachers to learn how to effectively integrate technology into their lessons, as lack of support and professional development has led to a "digital divide".
2. Lessons should be designed purposefully using technology tools to enhance learning and engage students, not just for the sake of using technology. Frameworks like Learning for Use and T-GEM can help guide lesson planning.
3. Technology can help bring real-world experiences into the classroom through simulations, virtual field trips, and online learning environments, making lessons more relevant and interesting for students.
This article originally appeared in Training & Development magazine February 2014 Vol 41 No 1, published by the Australian Institute of Training and Development.
It has been reproduced with permission from the editor.
The term "collaborative learning" (CL) refers to a broad range of educational strategies including the combined intellectual efforts of teachers and pupils. Students are typically required to work in groups of two or more, looking together for understanding, answers, or meanings or producing a product. People will be able to collaborate with someone far away just as readily as they would with someone in the same room thanks to the usage of ICT in CL. E-collaboration tool enable users to contribute a variety of abilities to group projects that remove time, distance, and resource limitations. Face-to-face engagement is still important, but ICT can enhance it by enabling communication at any time and from any location. ICT functions for group work coordination, tools for tracking progress and providing feedback, libraries of solutions and best practises, as well as meta data, are all available as collaborative technologies. In order to facilitate collaborative learning in all areas of education, the following technological tools can be used: wiki, online forums, chat, video conferencing, email, blogging, learning management systems, virtual classrooms, Sticky notes, etc.
Personalisation, on-demand and predictive analytics: e-learning’s next leap f...Mindfire LLC
While online learning gained popularity in the 90’s, off late it has gained further traction. With the Covid-19 pandemic and its associated lockdowns, e-learning has emerged as one of the prominent uses of technology in the 21st century. E-learning as an educational experience is delivered electronically. It comprises many elements such as live or pre-recorded lecture content, videos, quizzes and other interactive elements.
Digital leadership focuses on developing 21st century skills like creativity, collaboration, and problem-solving through technology integration. Teacher and student surveys found that Google Classroom, Edmodo, and QR codes were popular tools to engage students. Transitioning to 1:1 devices requires shifting perceptions, supporting teachers, and using technology for interactive learning both in and out of class. Blended learning combins digital tools, BYOD, and interactive lessons to prepare students. True digital leadership requires developing a collaborative culture where all stakeholders contribute to transformation.
Traditional Training MethodsThe communication of learne.docxjuliennehar
Traditional Training Methods
“The communication of learned capabilities is primarily one way, from the trainer to the audience (Noe, 2017).”
Technology-based Training Methods
“…content is provided stand-alone, using software or DVDs with no connection to the Internet (Noe, 2017).”
References
Noe, R. (2017). Employee Training & Development, 7th
Edition. Retrieved from https://devry.vitalsource.com/#/
books/1260428028 /cfi/6/38!/4/2/16/8/8/2/
4/[email protected]:54.3
Chapter Eight
Technology-Based Training Methods
Objectives
After reading this chapter, you should be able to:
1. Explain how new technologies are influencing training.
2. Evaluate a web-based training site.
3. Explain how learning and transfer of training are enhanced by new training technologies.
4. Explain the strengths and limitations of e-learning, mobile learning training methods (such as iPads), and simulations.
5. Explain the different types of social media and the conditions conducive to their use for training.
6. Describe to a manager the different types of distance learning.
7. Recommend what should be included in an electronic performance support system.
8. Compare and contrast the strengths and weaknesses of traditional training methods versus those of technology-based training methods.
9. Identify and explain the benefits of learning management systems.
Time and Location Don’t Stall Learning at Nissan
Nissan has more than 150,000 people working around the world, including automobile production locations in twenty countries and product markets in more than 160 countries. To ensure that the company could meet its global plans for growth and expansion, Nissan identified sixty high-potential employees who needed to develop the skills and competencies that would prepare them to be successful in their careers. The high-potential employees worked in different functional areas, levels, and locations, including Latin America, Europe, Africa, the Middle East, Asia, and Australia. For these employees, face-to-face interaction in a classroom would be invaluable because it would help them develop and expand their professional network and work together on group projects. Also, classroom instruction would ensure that the employees would receive a consistent message and approach to developing leadership skills and competencies based on Nissan’s core business principles and331their questions could be immediately answered by the instructor or facilitator. But face-to-face classroom instruction was unrealistic because these employees could not be away from their work for an extended period of time and traveling to one location for training from sites around the world was too expensive.
To gain the benefits of face-to-face instruction and overcome time and travel challenges, Nissan created an e-learning program, which included a virtual classroom. This allowed Nissan to combine the strengths of a classroom experience, including relationship building ...
The document discusses the Cegos Mobile Learning solution which provides mobile interactivity to boost learning, practical and relevant learning content for a global mobile workforce, and a seamless solution that supports multiple platforms and languages. It addresses key questions about making mobile learning appealing through interactivity, superior navigation on tablets, ensuring content is relevant, and platforms supported.
Educational Technology is "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources".
This document discusses mobile learning (m-learning), which is defined as learning across contexts through social interaction and content engagement using personal electronic devices. It covers the background of m-learning, different approaches like classroom and blended learning, challenges including technical issues and assessing learning outside the classroom, and technologies that support m-learning like smartphones and e-books. The key benefits of m-learning are improved accessibility, collaboration, and providing learning opportunities outside traditional settings.
This document discusses the importance of teacher collaboration and the role of assistive technologies. It states that true collaboration requires active participation from all parties and that teachers should model collaboration for students. It also explains that technology can aid collaboration through tools like cloud-based documents that allow real-time group work, and web conferencing applications that enable online discussions. Finally, it discusses how assistive technologies provide students with accommodations and help promote communication and collaboration.
Measuring student engagement with learning technologyDavid Havens
The nature of education, interaction, and engagement is rapidly changing as new modes of communication and
technologies enter the hands of learners. While teachers are the greatest lynchpin for keeping students and
classrooms engaged, there are many features tech tools can employ to help. For maximum engagement, technology
tools in learning must appeal to social motivation, have opportunities for creativity, personalize the content and
experience, engage a mentor or teacher, and provide interactivity and immediate feedback. Measuring this
engagement must combine insights from both qualitative and quantitative data.
Abstract the use-of-geomarketing-to-pror-in-the-territory-of-internet Gersón Beltran
The Use of Geomarketing to Promote Personal Branding: Make Your Mark as a Teacher in the Territory of Internet
Chapter 11
Book: Digital Tools for Academic Branding and Self-Promotion
2017
Technology can help teachers track and assess student performance in the classroom. It allows for continual evaluation of lessons and identification of knowledge gaps to support learning. Various edtech tools exist to aid formative and summative assessment, including learning management systems like Schoology and Jupiter iO, and electronic portfolios for long-term tracking of student growth. Formative tools provide real-time feedback, while summative assessment via LMS and e-portfolios allows analysis of overall achievement.
The document discusses recent trends in digital education, including online education, competency-based education, income share agreements, and the use of online program managers. It also outlines six notable trends driving innovation in higher education: online education, competency-based education, income share agreements, online program managers, enterprise training, and pathway programs. Finally, it summarizes several trends in educational technology such as mobile learning, augmented and virtual reality, maker spaces, gamification, and artificial intelligence.
The document discusses various topics in educational technology including learning analytics, team-based learning assessment, learning management systems, open educational resources, WordPress, MOOCs, service design, gamification, open textbooks, learning commons, iPad applications, and online media editing tools. The student explains how their educational technology course helped them better understand the importance of technology in teaching and developed skills like collaboration, assessment, research, and understanding. They feel more confident using technology instead of old ways and are aware of the evolution of technology.
The document discusses various topics in educational technology including learning analytics, team-based learning assessment, learning management systems, open educational resources, WordPress, MOOCs, service design, gamification, open textbooks, learning commons, iPad applications, and online media editing tools. It also discusses the author's experiences in an educational technology course, highlighting how it helped them better understand technology uses in teaching and developed skills like collaboration, assessment, research, and ownership of learning.
Top Educational App Ideas to Consider in 2024 for Startups.pdfJPLoft Solutions
Today, every school or university has an app for students. These apps keep students interested in the educational field and aid them in learning more efficiently. Therefore, businesses today invest heavily in on-demand app development for the EdTech sector.
The document discusses the importance and applications of multimedia in education. It covers several key points:
1) Multimedia increases student motivation and facilitates active and experiential learning by engaging multiple senses. However, poorly designed multimedia can be tedious.
2) While multimedia can improve teaching efficiency by reducing contact time, the upfront development costs must be considered. Efficient teaching does not necessarily mean efficient learning from the student perspective.
3) Multimedia provides opportunities for simulations and interactions that can enhance the learning experience when designed properly. Limitations include inability to replicate full complexity and risk of weak real-world interaction skills.
4) Fields like business, education, entertainment and more can benefit from multimedia integration in
The Role Of Technology In Education: Impact, Tools, Challenges, Future | Futu...Future Education Magazine
Embracing Technology In Education: 1. The Impact of Technology on Education 2. Key Technological Tools Shaping Education 3. Challenges and Considerations 4. The Future of Education
The document discusses 8 learning design trends to watch in 2015: 1) Design Thinking, which emphasizes empathy and innovative solutions; 2) Showing Your Work to demonstrate tacit knowledge; 3) Focusing on continuous learning experiences rather than single courses; 4) Microlearning which provides learning in small chunks; 5) Digital badges for validating skills; 6) Designing for data collection through standards like Tin Can API; 7) Crowd-sourcing learning solutions from a wide group; 8) SPOCs (Small Private Online Courses) as an alternative to large MOOCs.
This document summarizes 8 key trends in learning and development identified by Deloitte Research:
1. Organizational L&D is putting greater emphasis on effective and cost-efficient learning that impacts business goals.
2. Strategic development and retention of expertise is getting more attention to increase organizational performance.
3. Learning content is being customized for individual learners' goals, passions, and talents.
4. Learners are becoming responsible for their own development and career paths through self-directed learning.
5. Mobile learning is becoming more accepted as learners want flexibility to learn anywhere, anytime using smartphones, tablets and laptops.
6. Organizations are facilitating workplace learning through informal tools that
The document discusses the ethical principles of persuasion. It outlines six universal principles of persuasion according to Dr. Cialdini: liking, reciprocity, consensus, authority, consistency, and scarcity. The key aspects of persuasion are listening to understand others' perspectives and motivations, mirroring body language to build rapport, and engaging opposing views respectfully. The foundation of persuasion is respect, empathy and engagement.
Speech in MARATHI on International Women's day at Kiehin Fie Sukanya Patwardhan
I was invited as a speaker at Kiehin Fie company at Pune on the occasion of International Women's day 2014. They invited the entire workforce of 1000 + and it was fun to speak in Marathi.
The document outlines nine things that successful people do to achieve their goals:
1. Set specific, measurable goals and identify specific actions needed to achieve them.
2. Plan opportunities to take action towards goals in advance to seize moments.
3. Regularly monitor progress to know how far is left to reach the goal.
4. Be a realistic optimist by believing in ability but not underestimating difficulty.
5. Focus on self-improvement rather than proving ability to embrace growth.
6. Develop grit by committing to long-term goals and persisting through challenges.
7. Build willpower through regular self-control exercises to strengthen this ability.
8. Respect willpower limits and avoid
This presentation is based on an article that appeared on HBR Blog Network titled
Truths for Our Daughters
by Joan Solotar | 12:00 PM May 10, 2013
I feel this is applicable to all who take their work seriously, hence put up relevant points.
Indian Law on Sexual Harassment of Women at Workplace - 2013Sukanya Patwardhan
This presentation gives a brief overview of the recently enacted law on the Sexual Harassment of Women at Workplace. If you want this presentation please send me a mail with your name and the purpose to receive this ppt.
The document discusses the changing nature of organizations and workforces. It notes that organizations have shifted from command-and-control structures to being more information and knowledge-based. The new workforce is also more specialized and resistant to strict hierarchy. Additionally, the document examines perceived differences between masculine and feminine attributes and thinking styles. It also outlines challenges faced by working women, such as facing higher standards than men and pressure to prioritize family over career. Finally, the document argues for respecting gender differences and developing corporate cultures that accommodate both work and personal life.
This document provides tips for getting a salary increase. It advises researching market salaries to understand what your job is worth. It also recommends continuously upgrading skills as companies demand new skills. The document instructs to make a list of accomplishments to demonstrate value added. When asking for a raise, focus on contributions rather than personal needs, keep emotions in check, and be prepared to consider new opportunities if negotiations do not succeed.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
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1. EMERGING LEARNING
TRENDS
This short presentation gives an overview of some
terminologies we come across frequently (e-
learning, Social Learning, Gamification, Mobile
Learning)
Ms Sukanya Patwardhan, India
28th August 2013
Sukanya.patwardhan@gmail.com
2. WHAT DO LEADERS THINK?
Marc Ramos, global lead of Google Enterprise EDU Learning
Programs, says that the Internet service company still has
growing up and maturing to do when it comes to using its
learning and training programs to increase efficiencies and
standards. In a field defined by immediacy, speed is a critical
aspect when designing new L&D programs at Google. When
developing new ideas for learning platforms, Marc doesn't just
focus on the latest trends, such as gamification and mobile
learning. With native products like Android and Google Glass,
Google has an obvious interest in further exploring those areas,
but Marc notes that it's equally important to look at the traditional
theories of adult learning and emerging learning markets, such as
Africa and the Middle East, for new and innovative ideas about
employee learning and development.
3. E-LEARNING
E-learning refers to the use of electronic media information and
communication technologies (ICT) in education. E-learning is broadly
inclusive of all forms of educational technology in learning and
teaching.
E-learning includes numerous types of media that deliver text, audio,
images, animation, and streaming video, and includes technology
applications and processes such as audio or video tape, satellite TV,
CD-ROM, and computer-based learning, as well as local
intranet/extranet and web-based learning. Information and
communication systems, whether free-standing or based on either
local networks or the Internet in networked learning, underly many e-
learning processes.
E-learning can occur in or out of the classroom. It can be self-paced,
asynchronous learning or may be instructor-led, synchronous learning.
E-learning is suited to distance learning and flexible learning, but it can
also be used in conjunction with face-to-face teaching, in which case
the term blended learning is commonly used.
It is commonly thought that new technologies make a big difference in
education. Many proponents of e-learning believe that everyone must
be equipped with basic knowledge of technology, as well as use it as a
vehicle for reaching educational goals.
4. E-LEARNING
E-learning is a broadly inclusive term that describes
educational technology that electronically or
technologically supports learning and teaching.
Bernard Luskin, a pioneer of e-learning, advocates
that the "e" should be interpreted to mean "exciting,
energetic, enthusiastic, emotional, extended,
excellent, and educational" in addition to
"electronic." This broad interpretation focuses on
new applications and developments, and also
brings learning and media psychology into
consideration. Parks suggested that the "e" should
refer to "everything, everyone, engaging, easy".
5. GAMIFICATION
Though the term "gamification" was coined in 2002 by Nick
Pelling,it did not gain popularity until 2010.Even prior to the
term coming into use, other fields borrowing elements from
videogames was common; for example, some work in
scientific visualization adapted elements from videogames. A
Forbes blogger also retroactively labelled[49] Charles
Coonradt, who in 1973 founded the consultancy The Game of
Work and in 1984 wrote a book by the same name, as the
"Grandfather of Gamification".
The term "gamification" first gained widespread usage in
2010, in a more specific sense referring to incorporation of
social/reward aspects of games into software.The technique
captured the attention of venture capitalists, one of whom said
he considered gamification the most promising area in
gaming.Another observed that half of all companies seeking
funding for consumer software applications mentioned game
design in their presentations.
6. GAMIFICATION
Gamification techniques strive to leverage people's natural
desires for competition, achievement, status, self-expression,
altruism, and closure.
A core gamification strategy is rewards for players who
accomplish desired tasks. Types of rewards include points,
achievement badges or levels, the filling of a progress bar,
and providing the user with virtual currency.
Competition is another element of games that can be used in
gamification. Making the rewards for accomplishing tasks
visible to other players or providing leader boards are ways of
encouraging players to compete.
Another approach to gamification is to make existing tasks
feel more like games.Some techniques used in this approach
include adding meaningful choice, onboarding with a tutorial,
increasing challenge, and adding narrative.
7. SOCIAL LEARNING
Social learning is learning that takes place at a wider scale
than individual or group learning, up to a societal scale,
through social interaction between peers. It may or may not
lead to a change in attitudes and behaviour. More specifically,
to be considered social learning, a process must:
(1) demonstrate that a change in understanding has taken
place in the individuals involved;
(2) demonstrate that this change goes beyond the individual
and becomes situated within wider social units or communities
of practice; and
(3) occur through social interactions and processes between
actors within a social network
As such, social learning may be defined as a change in
understanding that goes beyond the individual to become
situated within wider social units or communities of practice
through social interactions between actors within social
networks.
8. MOBILE LEARNING (M-LEARNING)
The term m-learning or "mobile learning", has
different meanings for different communities, that
refer to a subset of e-learning, educational
technology and distance education, that focuses on
learning across contexts and learning with mobile
devices. One definition of mobile learning is, "any
sort of learning that happens when the learner is
not at a fixed, predetermined location, or learning
that happens when the learner takes advantage of
the learning opportunities offered by mobile
technologies."In other words, with the use of mobile
devices, learners can learn anywhere and at any
time.
9. MOBILE LEARNING
M-learning technologies include handheld computers,
MP3 players, notebooks, mobile phones and tablets. M-
learning focuses on the mobility of the learner,
interacting with portable technologies, and learning that
reflects a focus on how society and its institutions can
accommodate and support an increasingly mobile
population. There is also a new direction in m-learning
that gives the instructor more mobility and includes
creation of on the spot and in the field learning material
that predominately uses smartphone with special
software such as AHG Cloud Note. Using mobile tools
for creating learning aides and materials becomes an
important part of informal learning.
10. M-LEARNING
M-learning is convenient in that it is accessible from
virtually anywhere. M-learning, like other forms of e-
learning, is also collaborative. Sharing is almost
instantaneous among everyone using the same
content, which leads to the reception of instant
feedback and tips. This highly active process has
proven to increase exam scores from the fiftieth to
the seventieth percentile, and cut the dropout rate
in technical fields by 22 percent. M-learning also
brings strong portability by replacing books and
notes with small RAMs, filled with tailored learning
contents. In addition, it is simple to utilize mobile
learning for a more effective and entertaining
experience
11. THANK YOU
Reference – LikedIN HR Group, Wikipaedia on E-Learning,
Social Learning, Mobile Learning, Gamification