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Language MOOC
Language MOOCs (Language Massive Open Online Courses, or LMOOCs) are web-based online courses freely accessible for a limited period of time, created for those interested in developing their skills in a foreign language. As Sokolik (2014) states, enrolment is large, free and not restricted to students by age or geographic location. They have to follow the format of a course, i.e., include a syllabus and schedule and offer the guidance of one or several instructors. The MOOCs are not so new, since courses with such characteristics had been available online for quite a lot of time before Dave Cormier coined the term 'MOOC' in 2008. Furthermore, MOOCs are generally regarded as the natural evolution of OERs (open educational resources), which are freely accessible materials used in Education for teaching, learning and assessment. Although there seem to be very few examples of LMOOCs offered by MOOC providers, authors, such as Martín-Monje & Barcena (2014), argue that these open online ...
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Online Courses
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning and teaching. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In ''EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age'', Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world." In addition to the practical educational e ...
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Flickr
Flickr ( ) is an image hosting service, image and Online video platform, video hosting service, as well as an online community, founded in Canada and headquartered in the United States. It was created by Ludicorp in 2004 and was previously a common way for amateur and professional photographers to host high-resolution photos. It has changed ownership several times and has been owned by SmugMug since April 20, 2018. Flickr had a total of 112 million registered members and more than 3.5 million new images uploaded daily. On August 5, 2011, the site reported that it was hosting more than 6 billion images. In 2024, it was reported as having shared 10 billion photos and accepting 25 million per day. Photos and videos can be accessed from Flickr without the need to register an account, but an account must be made to upload content to the site. Registering an account also allows users to create a profile page containing photos and videos that the user has uploaded and also grants the ...
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Gamification
Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and participation through the use of game mechanics such as points, badges, leaderboards and rewards. It is a component of system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can be achi ...
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Learning Analytics
Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs. The growth of online learning since the 1990s, particularly in higher education, has contributed to the advancement of Learning Analytics as student data can be captured and made available for analysis. When learners use an LMS, social media, or similar online tools, their clicks, navigation patterns, time on task, social networks, information flow, and concept development through discussions can be tracked. The rapid development of massive open online courses (MOOCs) offers additional data for researchers to evaluate teaching and learning in online environments. Definition Although a majority of Learning Analytics literature has started to adopt the aforementioned definition, the definition and aims of Learning Analytics are still contested. Learning analytics as a pre ...
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Educational Technologies
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning and teaching. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In ''EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age'', Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world." In addition to the practical educational e ...
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Methodology
In its most common sense, methodology is the study of research methods. However, the term can also refer to the methods themselves or to the philosophical discussion of associated background assumptions. A method is a structured procedure for bringing about a certain goal, like acquiring knowledge or verifying knowledge claims. This normally involves various steps, like choosing a Sample (statistics), sample, Data collection, collecting data from this sample, and interpreting the data. The study of methods concerns a detailed description and analysis of these processes. It includes evaluative aspects by comparing different methods. This way, it is assessed what advantages and disadvantages they have and for what research goals they may be used. These descriptions and evaluations depend on philosophical background assumptions. Examples are how to conceptualize the studied phenomena and what constitutes evidence for or against them. When understood in the widest sense, methodology al ...
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Collaborative Learning
Collaborative learning is a situation in which two or more people learn or attempt to learn something together.Dillenbourg, P. (1999). Collaborative Learning: Cognitive and Computational Approaches. Advances in Learning and Instruction Series. New York, NY: Elsevier Science, Inc. Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills (asking one another for information, evaluating one another's ideas, monitoring one another's work, etc.).Chiu, M. M. (2008Flowing toward correct contributions during groups' mathematics problem solving: A statistical discourse analysis. ''Journal of the Learning Sciences'', 17 (3), 415 - 463. More specifically, collaborative learning is based on the model that knowledge can be created within a population where members actively interact by sharing experiences and take on asymmetric roles. Put differently, Collaboration, collaborative learning refers to Collaborative method, methodologies and ...
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Personalized Learning
Personalized learning (also named individualized instruction, personal learning place or direct instruction) refers to efforts to tailor education to meet the different needs of students. Overview Use of the term "personalized learning" dates back to the early 1960s, but there is no widespread agreement on the definition and components of a personal learning environment. Even enthusiasts for the concept admit that personal learning is an evolving term and does not have any widely accepted definition. In 2005, Dan Buckley defined two ends of the personalized learning spectrum: "personalization for the learner", in which the teacher tailors the learning to the student, and "personalization by the learner", in which the student develops skills to tailor their own learning. This spectrum was adopted by the Microsoft's 2006 Practical Guide to Envisioning and Transforming Education. Definitions The United States National Education Technology Plan 2017 defines "personalized learning" as ...
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Audiovisual
Audiovisual (AV) is electronic media possessing both a sound and a visual component, such as slide-tape presentations, films, television programs, corporate conferencing, church services, and live theater productions. Audiovisual service providers frequently offer web streaming, video conferencing, and live broadcast services. The professional audio visual industry has companies that provide hardware, software and services. These organizations are commonly referred to as ''systems integrators'' and perform both the installation and integration of different types of AV equipment from multiple manufacturers into spaces to create the AV experience for the user or audience. Computer-based audiovisual equipment is often used in education, with many schools and universities installing projection equipment and using interactive whiteboard technology. Components Aside from equipment installation, two significant elements of audiovisual are wiring and system control. If either of thes ...
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YouTube
YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in San Bruno, California, it is the second-most-visited website in the world, after Google Search. In January 2024, YouTube had more than 2.7billion monthly active users, who collectively watched more than one billion hours of videos every day. , videos were being uploaded to the platform at a rate of more than 500 hours of content per minute, and , there were approximately 14.8billion videos in total. On November 13, 2006, YouTube was purchased by Google for $1.65 billion (equivalent to $ billion in ). Google expanded YouTube's business model of generating revenue from advertisements alone, to offering paid content such as movies and exclusive content produced by and for YouTube. It also offers YouTube Premium, a paid subs ...
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Assistive Technology
Assistive technology (AT) is a term for assistive, adaptive, and rehabilitative devices for Disability, people with disabilities and the elderly. Disabled people often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing, grooming, and personal device care. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. For example, wheelchairs provide independent mobility for those who cannot walk, while assistive eating devices can enable people who cannot feed themselves to do so. Due to assistive technology, ...
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