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  2. Learning pathway - Wikipedia

    en.wikipedia.org/wiki/Learning_pathway

    Learning pathway is the chosen route taken by a learner through a range of (commonly) e-learning activities, which allows them to build knowledge progressively. With learning pathways, the control of choice moves away from the tutor to the learner. "The sequence of intermediate steps from preconceptions to target model form what Scott (1991) [1 ...

  3. List of learning management systems - Wikipedia

    en.wikipedia.org/wiki/List_of_learning...

    Edmodo (closed in 2022) Elluminate (acquired by Blackboard in 2010) Learn.com (acquired by Taleo in 2010) PeopleSoft (acquired by Oracle in 2005) Plateau Systems (acquired by Successfactors in 2011) Softscape (acquired by SumTotal in 2010) SuccessFactors (acquired by SAP in 2012) SumTotal (acquired by Skillsoft in 2014)

  4. Rapid learning - Wikipedia

    en.wikipedia.org/wiki/Rapid_learning

    Rapid learning. Rapid learning (or Rapid eLearning Development) has traditionally referred to a methodology to build e-learning courses rapidly. [1] Typically the author will create slides in PowerPoint, record audio and video narration on top of the slides, and then use software to add tests, or even collaboration activities between the slides.

  5. Digital learning - Wikipedia

    en.wikipedia.org/wiki/Digital_learning

    Digital learning is learning that is supported by technology. [1] It encompasses any type of learning that is accompanied by technology or by instructional practice that makes effective use of technology. It includes a wide array of practices, including blended and virtual learning. A variety of names began to be used to denote education ...

  6. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process ...

  7. E-learning (theory) - Wikipedia

    en.wikipedia.org/wiki/E-learning_(theory)

    E-learning literature identifies an ecology of concepts from a bibliometric study were identified the most used concepts associated with the use of computers in learning contexts, e.g., computer-assisted instruction (CAI), computer-assisted learning (CAL), computer-based education (CBE), e-learning, learning management systems (LMS), self ...

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