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2020
This chapter develops an understanding of the importance of digital learning in the primary years through a discussion of definitions, models and relevant literature, introduces the WHO workflow for purposefully planning digital learning and outlines and describes practical approaches to digital learning through the use of school-based scenarios for ...
Nykvist, Shaun +2 more
+6 more sources
This chapter develops an understanding of the importance of digital learning in the primary years through a discussion of definitions, models and relevant literature, introduces the WHO workflow for purposefully planning digital learning and outlines and describes practical approaches to digital learning through the use of school-based scenarios for ...
Nykvist, Shaun +2 more
+6 more sources
Proceedings of the 33rd European Modeling & Simulation Symposium, 2021
Nigel Ecclesfield, Fred Garnett
+5 more sources
Nigel Ecclesfield, Fred Garnett
+5 more sources
International Journal of Computer-Assisted Language Learning and Teaching, 2013
How can educators empower and encourage their students to be more proactive, and give them the tools necessary to learn on their own, utilizing digital language learning resources in a culturally sensitive way? Described below is a project that introduced students to how technology and the Internet can empower the independent language learner. The goal
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How can educators empower and encourage their students to be more proactive, and give them the tools necessary to learn on their own, utilizing digital language learning resources in a culturally sensitive way? Described below is a project that introduced students to how technology and the Internet can empower the independent language learner. The goal
openaire +1 more source
2019
The adoption of video games as an alternative classroom resource is acknowledged in technology and multiliteracies discourses as a strategy for meaning-making and developing cultural knowledge. This chapter addresses how educators may be informed about strategies that can potentially reinvent traditional literacy pedagogical boundaries and how boys ...
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The adoption of video games as an alternative classroom resource is acknowledged in technology and multiliteracies discourses as a strategy for meaning-making and developing cultural knowledge. This chapter addresses how educators may be informed about strategies that can potentially reinvent traditional literacy pedagogical boundaries and how boys ...
openaire +1 more source
Strategic Direction, 2020
Purpose This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Design/methodology/approach Reviews the latest management developments across the globe and pinpoints practical implications from cutting-edge research and case studies.
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Purpose This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Design/methodology/approach Reviews the latest management developments across the globe and pinpoints practical implications from cutting-edge research and case studies.
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Analyzing Learning Flows in Digital Learning Ecosystems
2015This paper envisages emerging trends and methods in learning analytics for post-LMS era, where learning increasingly takes place in distributed, user-defined digital learning ecosystems. Inspired by the recent developments on uptake framework and Experience API, we propose learning flow as the main unit of analysis while studying learning-related ...
Eradze M., Pata K., Laanpere M.
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Designing Flipped Learning for Digital Workplace Learning
2018In this chapter, we provided an overview of flipped learning and its four pillars that can be used in the digital workplace learning. Flipped learning holds a huge promise to professional development and workplace trainings where online learning is feasible.
Sarsar F., Yilmaz Y.
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Innovative digital learning [PDF]
The new programming technologies allow for the creation of components which can be automatically or manually assembled to reach a new experience in knowledge understanding and mastering or in getting skills for a specific knowledge area. A Visual C# .NET implementation under development is discussed.
Ion SMEUREANU, Gheorghe RUXANDA
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Digital Game-Based Learning as Digitization of Learning Culture
2018Digital Game-based Learning (DGBL) is a current topic in the academic as well as practical discourse on learning in the context of 21st century learning/skills as well as digitization. This paper focuses on the question of what DGBL is and what it is not—as well as what it could be.
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