Results 171 to 180 of about 1,975,557 (205)
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Learning spaces, learning environments and the dis‘placement’ of learning
British Journal of Educational Technology, 2010Abstract Traditionally, at least according to popular wisdom, learning took place in venues that were custom‐designed for the purpose. The purpose, given the evidence of the artefacts with which we are confronted, seems to have been the educational equivalent of the production line that so succinctly characterised
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Learning in Coopetitive Environments
2010Coopetitive environments are characterized by situations where firms simultaneously compete and cooperate with competitors. Such situations impede the generation of proprietary and discretionary learning, by forcing competitors to selectively share critical knowledge about their assets.
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Smart learning environments for social learning
Proceedings of the 30th Annual ACM Symposium on Applied Computing, 2015The growing interest and the increasing availability of technologies rise a new challenge to improve learning and teaching processes in the digital age, as pointed out in the Horizon 2020 work programme. Innovative practices and the creation of richer, engaging and motivating learning experiences may be the key to transform the training and educational
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The interactive learning environment
ACM SIGGRAPH 99 Conference abstracts and applications, 1999Stephen Detwiler +2 more
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THE VIRTUAL ENVIRONMENT - A LEARNING ENVIRONMENT?
eLearning and Software for Education, 2014The present article analysis and poses an important question regarding the impact of having and using the virtual environment for learning, especially for pupils. The design of the paper is based on the responses obtained from IT specialist' working in the field of technology.
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Blended Learning in Smart Learning Environments
2019It is already commonly accepted, that blended learning seems to be one of the modern and promising approaches to teaching and learning. Blended learning aims to integrate traditional learning with innovative means, such as e-learning, analytics, game-based learning, and open educational resources, in order to create a new learning environment aiming to
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