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Course Management System
A virtual learning environment (VLE) in educational technology is a Web-based
Web-based
platform for the digital aspects of courses of study, usually within educational institutions
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Educational Technology
Educational technology
Educational technology
is "the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources".[1] Educational technology
Educational technology
is the use of both physical hardware and educational theoretics. It encompasses several domains including learning theory, computer-based training, online learning, and where mobile technologies are used, m-learning
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Massive Open Online Course
A massive open online course (MOOC /muːk/) is an online course aimed at unlimited participation and open access via the web.[1] In addition to traditional course materials such as filmed lectures, readings, and problem sets, many MOOCs provide interactive user forums to support community interactions among students, professors, and teaching assistants (TAs). MOOCs are a recent and widely researched development in distance education which were first introduced in 2006 and emerged as a popular mode of learning in 2012.[2][3] Early MOOCs often emphasized open-access features, such as open licensing of content, structure and learning goals, to promote the reuse and remixing of resources
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Further Education
Further education (often abbreviated FE) in the United Kingdom
United Kingdom
and Ireland is education in addition to that received at secondary school, that is distinct from the higher education (HE) offered in universities and other academic institutions. It may be at any level in compulsory secondary education, from entry to higher level qualifications such as awards, certificates, diplomas and other vocational, competency-based qualifications (including those previously known as NVQ/SVQs) through awarding organisations including City and Guilds, Edexcel
Edexcel
(BTEC) and OCR. FE colleges may also offer HE qualifications such as HNC, HND, Foundation Degree or PGCE
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Self-direction
Self-governance, self-government, or autonomy, is an abstract concept that applies to several scales of organization. It may refer to personal conduct or family units or to larger scale activities including professions, industry bodies, religions, political units (usually referred to as local government), including autonomous regions or others within nation-states that enjoy some sovereign rights. It falls within the larger context of governance and principles such as consent of the governed, and may involve non-profit organizations and corporate governance. It can be used to describe a person or persons or a group being able to exercise all of the necessary functions of power without intervention from any authority that they cannot themselves alter
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Information And Communication Technology
Information and communication technology (ICT)(TIC in Spanish) is another/extensional term for information technology (IT) which stresses the role of unified communications[1] and the integration of telecommunications (telephone lines and wireless signals), computers as well as necessary enterprise software, middleware, storage, and audio-visual systems, which enable users to access, store, transmit, and manipulate information.[2] The term ICT is also used to refer to the convergence of audio-visual and telephone networks with computer networks through a single cabling or link system
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Problem Solving
CognitionConcept Reasoning Decision making Problem solvingNumerical cognitionNumerosity adaptation effect Approximate number system Parallel individuation systemv t eNeuropsychologyTopics Brain
Brain
regions Clinical neuropsychology Cognitive
Cognitive
neuropsychology Cognitive
Cognitive
neuroscience Dementia Human brain Neuroanatomy Neurophysiology Neuropsychological assessment Neuropsychological rehabilitation Traumatic brain injury Brain
Brain
functionsArousal Attention Consciousness Decision making Executive functions Natural language Learning Memory Motor coordination Perception Planning Problem solving ThoughtPeopleArthur L. Benton David Bohm Antonio Damasio Phineas Gage Norman Geschwind Elkhonon Goldberg Patricia Goldman-Rakic Pasko Rakic Donald O. Hebb Kenneth Heilman Edith Kaplan Muriel Lezak Benjamin Libet Rodolfo Llinás Alexander Luria Brenda Milner Karl H
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Time Management
Time management
Time management
is the process of planning and exercising conscious control of time spent on specific activities, especially to increase effectiveness, efficiency or productivity. It is a juggling act of various demands of study, social life, employment, family, and personal interests and commitments with the finiteness of time. Using time effectively gives the person "choice" on spending/ managing activities at their own time and expediency.[1] It is a meta-activity with the goal to maximize the overall benefit of a set of other activities within the boundary condition of a limited amount of time, as time itself cannot be managed because it is fixed. Time management
Time management
may be aided by a range of skills, tools, and techniques used to manage time when accomplishing specific tasks, projects, and goals complying with a due date
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Creativity
Creativity
Creativity
is a phenomenon whereby something new and somehow valuable is formed
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SCORM
Sharable Content Object Reference Model (SCORM) is a collection of standards and specifications for web-based electronic educational technology (also called e-learning). It defines communications between client side content and a host system (called "the run-time environment"), which is commonly supported by a learning management system. SCORM also defines how content may be packaged into a transferable ZIP file called "Package Interchange Format."[1] SCORM is a specification of the Advanced Distributed Learning (ADL) Initiative from the Office of the United States Secretary of Defense. SCORM 2004 introduced a complex idea called sequencing, which is a set of rules that specifies the order in which a learner may experience content objects
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DCSF
Department for Children, Schools and Families (DCSF; stylised as all lowercase) was a department of the UK government, between 2007 and 2010, responsible for issues affecting people in England
England
up to the age of 19, including child protection and education
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Distance Education Learning Environments Survey
The Distance Education Learning Environments Survey (DELES) is a psychosocial learning environment survey designed specifically to measure college and university distance education learning environments. The DELES was developed in 2003.[1] The DELES was designed to measure students' perceptions of their distance education social environment through six scales:Instructor Support (Scale I, consisting of 8 items), (e.g. The instructor responds promptly to my questions). Student Interaction and Collaboration (Scale II, consisting of 6 items), (e.g. I collaborate with other students in the class). Personal Relevance (Scale III, consisting of 7 items), (e.g. I can relate what I learn to my life outside of university). Authentic Learning (Scale IV, consisting of 5 items), (e.g. I work on assignments that deal with real-world information). Active Learning (Scale V, consisting of 3 items), (e.g
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Gamification
Gamification is the application of game-design elements and game principles in non-game contexts.[1][2] Gamification commonly employs game design elements[1][3][4][5][6] to improve user engagement,[7][8][9] organizational productivity,[10] flow,[11][12] learning,[13][14] crowdsourcing,[15] employee recruitment and evaluation, ease of use, usefulness of systems,[12][16][17] physical exercise,[18] traffic violations,[19] voter apathy,[20] and more
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Online Communication Between School And Home
Online communication between home and school is the use of digital telecommunication to convey information and ideas between teachers, students, parents, and school administrators
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Online Education
Distance education
Distance education
or long-distance learning is the education of students who may not always be physically present at a school.[1][2] Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via post. Today it involves online education. Courses that are conducted (51 percent or more)[3] are either hybrid,[4] blended[5] or 100% distance learning
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University Of The People
University of the People
University of the People
(UoPeople) is an American non-profit[3] distance learning institution of higher education that offers undergraduate and graduate degrees. It was founded by entrepreneur Shai Reshef
Shai Reshef
in 2009.[5]Contents1 History 2 Tuition 3 See also 4 References 5 External linksHistory[edit] University of the People
University of the People
was launched by educational entrepreneur Shai Reshef in January 2009.[6] Although the university has no campus[7] due to its online distance learning nature, it uses a shared office in California
California
which is its headquarters.[8] The first intake of UoPeople students began studying in September 2009, studying for associate and bachelor's degrees in business administration and computer science
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