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Hugo Domingos

eLearn: Feature Article - E-learning 2.0 - 1 views

  • e-learning is evolving with the World Wide Web as a whole and it's changing to a degree significant enough to warrant a new name: E-learning 2.0.
  • When we think of learning content today, we probably think of a learning object. Originating in the world of computer-based delivery (CBT) systems, learning objects were depicted as being like lego blocks or atoms, little bits of content that could be put together or organized. Standards bodies have refined the concept of learning objects into a rigorous form and have provided specifications on how to sequence and organize these bits of content into courses and package them for delivery as though they were books or training manuals
  • In learning, these trends are manifest in what is sometimes called "learner-centered" or "student-centered" design. This is more than just adapting for different learning styles or allowing the user to change the font size and background color; it is the placing of the control of learning itself into the hands of the learner [5].
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  • In the world of e-learning, the closest thing to a social network is a community of practice, articulated and promoted by people such as Etienne Wenger in the 1990s. According to Wenger, a community of practice is characterized by "a shared domain of interest" where "members interact and learn together" and "develop a shared repertoire of resources."
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    Atigo que analise o passado, presente e futuro do elearning
Jose Paulo Santos

Exploring the impact of interactive whiteboards on learning: Lessons from the UK - 4 views

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    Abstract. Interactive whiteboards are being adopted in classrooms around the world. They have generally been well received, with many teachers claiming they could no longer teach without one. Others are naturally more sceptical. The article examines the evidence regarding the impact of interactive whiteboards, focusing on experience in the UK, which was one of the early adopters of the technology. A practical example from a primary setting is used to illustrate how interactive software can be used to support the delivery of teaching objectives. A number of benefits are identified. These include impact on presentation, on teaching practice, on the learning environment and on learning itself. Ultimately, it is in the latter area that the real potential of interactive whiteboards to transform education is felt to lie. Notwithstanding this, there are clearly a number of factors which affect the degree to which benefits are realised. These include practical issues, such as frequency of use and access, the teacher's attitude and skills and the process of change management when the technology is first introduced. To ensure maximum benefit, implementation therefore needs to be well thought-out and accompanied by discussion of pedagogy to ensure that the technology is effectively embedded in the learning environment.
Jose Paulo Santos

'The Objective of Education Is Learning, Not Teaching' - Knowledge@Wharton - 0 views

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    In their book, Turning Learning Right Side Up: Putting Education Back on Track, authors Russell L. Ackoff and Daniel Greenberg point out that today's education system is seriously flawed -- it focuses on teaching rather than learning. "Why should children -- or adults -- be asked to do something computers and related equipment can do much better than they can?" the authors ask in the following excerpt from the book. "Why doesn't education focus on what humans can do better than the machines and instruments they create?"
Jose Paulo Santos

Chita - o animal terrestre mais veloz | Cheetah - the fastest animal on land - 2 views

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    This video was created by Sofia, a Portuguese 8 years old student. Helped by her parents, she did the document search, photo selection and voice recording. The objective is to learn about the cheetah life and to present it to her class and teacher. We appreciate the wonderful and precious pictures from National Geographic. Trabalho de pesquisa, selecção de imagens, redacção de texto e registo em áudio, realizado pela Sofia, no 3º ano de escolaridade.
António Teixeira

elearn Magazine: Gamification: Using Game Mechanics to Enhance eLearning - 1 views

  • instructional designers should break up their products into short-term, medium-term, and long-term goals. For instance, before completing a course learners must complete several modules. To complete a module, several topics must be completed. In order to complete a topic, several objectives must be finished. And finally, each objective requires several goals to be completed.
  • If a user's skill exceeds the challenge of the experience, they will become bored. And, if the challenge exceeds the participant's skill, they will suffer anxiety. In the graph, an optimal user experience is illustrated in the "Flow Channel" as the squiggly line.
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