Searching for "learning"

quizzes and learning

Studying With Quizzes Helps Make Sure the Material Sticks

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more on quizzes and learning and memory in this IMS blog
https://blog.stcloudstate.edu/ims/2016/03/30/quizzes-for-practice-and-training/
https://blog.stcloudstate.edu/ims?s=quiz

flexibility of distance learning

Students appreciate flexibility of distance learning

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more on hybrid learning in this IMS blog:
https://blog.stcloudstate.edu/ims?s=hybrid+learning

elearning infographics

elearning (scroll down for hybrid/blended learning)

seven steps to start

immersive learning environment

gamified elearning course

motivate elearners

essentials of elearning course

http://blog.commlabindia.com/elearning-design/elearning-development-aspects-to-consider-infographic

create engaging elearning course

elearning storyboard

instructional design elearning course

engagement elearning course

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blended learning

blended learning

http://www.teachthought.com/learning/blended-flipped-learning/6-types-of-blended-learning/

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online learning

http://blog.teachable.com/the-ultimate-guide-to-launching-your-online-course

http://www.proprofs.com/blog/2013/04/awesome-infographic-best-practices-for-creating-an-online-course/

creating online course
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more on elearning in this IMS blog:
https://blog.stcloudstate.edu/ims?s=elearning

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International Journal of Mobile and Blended Learning

International Journal of Mobile and Blended Learning (IJMBL)

An Official Publication of the Information Resources Management Association and the International Association for Mobile Learning
Editor-in-Chief: David Parsons (The Mind Lab by Unitec, New Zealand)
Published Quarterly. Est. 2009.
ISSN: 1941-8647|EISSN: 1941-8655|DOI: 10.4018/IJMBL

Description

The International Journal of Mobile and Blended Learning (IJMBL) provides a forum for researchers in this field to share their knowledge and experience of combining e-learning and m-learning with other educational resources. Providing researchers, practitioners, and academicians with insight into a wide range of topics such as knowledge sharing, mobile games for learning, collaborative learning, and e-learning, this journal contains useful articles for those seeking to learn, analyze, improve, and apply technologies in mobile and blended learning. The journal spans theoretical, technical, and pedagogical issues in mobile and blended learning. These embrace comprehensive or critical reviews of the current literature, relevant technologies and applications, and important contextual issues such as privacy, security, adaptivity, and resource constraints.

Topics Covered

  • Comprehensive or critical reviews of the current literature
  • Evaluation of mobile or blended learning in practice
  • Future of mobile or blended learning
  • Knowledge Sharing
  • Learner interaction/collaborative learning
  • Mobile games for learning
  • Mobile or blended learning applications
  • Mobile or blended learning applied at different levels of education from pre-school to tertiary and beyond
  • Pedagogical and/or philosophical underpinnings of mobile or blended learning
  • Privacy and security issues
  • Related research in learning, including e-learning and pedagogical approaches
  • Resource constraints in the delivery of mobile or blended learning
  • Reviews of the application of mobile or blended learning in multiple contexts
  • Role of Wikis, blogs, podcasts, messaging, other online tools, and Web 2.0 components in learning delivery
  • Roles of mobile, pervasive, and immersive technologies in education
  • Technologies that directly or indirectly support mobile or blended learning systems (devices, networks, tools etc.)
  • Theoretical approaches to mobile or blended learning solutions
  • Use of mobile or blended learning in professional environments

Mission

The primary mission of the International Journal of Mobile and Blended Learning (IJMBL) is to provide comprehensive coverage and understanding of the role of innovative learning theory and practice in an increasingly mobile and pervasive technological environment. As technology enables a more seamless experience of device supported learning worlds that may integrate mobile, embedded, augmented, and immersive technologies, we may expect to see increasing interest and activity in blended approaches to learning. IJMBL brings together researchers at the forefront of this field, in both technology and pedagogical practice and assists them in the development and dissemination of new approaches to both mobile and blended learning.

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More on mobile and blended learning in this IMS blog:
https://blog.stcloudstate.edu/ims?s=mobile+learning
https://blog.stcloudstate.edu/ims?s=blended+learning

International Journal of Game-Based Learning

International Journal of Game-Based Learning (IJGBL)

Editor-in-Chief: Patrick Felicia (Waterford Institute of Technology, Ireland)
Published Quarterly. Est. 2011.
ISSN: 2155-6849|EISSN: 2155-6857|DOI: 10.4018/IJGBL

Description

The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.

Topics Covered

  • Adaptive games design for Game-Based Learning
  • Design of educational games for people with disabilities
  • Educational video games and learning management systems
  • Game design models and design patterns for Game-Based Learning
  • Instructional design for Game-Based Learning
  • Integration and deployment of video games in the classroom
  • Intelligent tutoring systems and Game-Based Learning
  • Learning by designing and developing video games
  • Learning styles, behaviors and personalities in educational video games
  • Mobile development and augmented reality for Game-Based Learning
  • Motivation, audio and emotions in educational video games
  • Role of instructors
  • Virtual worlds and Game-Based Learning

Mission

The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.

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more on gaming and gamification in this IMS blog:
https://blog.stcloudstate.edu/ims?s=gaming+and+gamification

Mobile Language Learning Technologies in Japan

Book Announcement: Implementing Mobile Language Learning Technologies in Japan

New book: Implementing Mobile Language Learning Technologies in Japan

by Steve McCarty, Hiroyuki Obari, and Takeshi Sato

Publisher: Springer Singapore / SpringerBriefs in Education (107 pages)

Table of Contents

Chapter 1 Introduction: Contextualizing Mobile Language Learning in Japan

Chapter 2 Mobile Language Learning Pedagogy: A Sociocultural Perspective

Chapter 3 Tokyo University of Agriculture and Technology Case Study:

Smartphone App LINE for EFL Peer Learning

Chapter 4 Osaka Jogakuin University Case Study:

Mobilizing the EFL Curriculum and Campus Infrastructure with iPods and iPads

Chapter 5 Aoyama Gakuin University Case Study:

Blended Learning and Flipped Classrooms utilizing Mobile Devices

Chapter 6 Conclusion: Implementing Language Learning in a Mobile-Oriented Society

Abstract

This book explores theoretical and practical aspects of implementing mobile language learning in university classrooms for English as a Foreign Language in Japan. The technologies utilized, such as smartphones, iPads, and wi-fi, integrate students’ hand-held devices into the campus network infrastructure. The pedagogical aims of ubiquitous mobile learning further incorporate social media, blended learning, and flipped classroom approaches into the curriculum. Chapter 1 defines mobile language learning within dimensions of e-learning and technology-assisted language learning, prior to tracing the development of mobile learning in Japan. Chapter 2 documents the sociocultural theory underpinning the authors’ humanistic approach to implementation of mobile technologies. The sociocultural pedagogy represents a global consensus of leading educators that also recognizes the agency of Asian learners and brings out their capability for autonomous learning. Case studies of universities, large and small, public and private, are organized similarly in Chapters 3 to 5. Institutional/pedagogical and technological context sections are followed by detailed content on the implementation of initiatives, assessment of effectiveness, and recommendations for other institutions. Distinct from a collection of papers, this monograph tells a story in brief book length about theorizing and realizing mobile language learning, describing pioneering and original initiatives of importance to practitioners in other educational contexts.

Authors

Steve McCarty lectures for Kansai University, Osaka Jogakuin University, KIC Graduate School of IT, and the government agency JICA.

Hiroyuki Obari, PhD in Computer Science, is a Professor at the Aoyama Gakuin University College of Economics in Tokyo.

Takeshi Sato is an Associate Professor at the Division of Language and Culture Studies, Tokyo University of Agriculture and Technology.

Ordering information from Springer

Paperback (ISBN: 978-981-10-2449-8):

http://www.springer.com/us/book/9789811024498

eBook (ISBN: 978-981-10-2451-1) or individual chapters:

http://link.springer.com/book/10.1007/978-981-10-2451-1

 

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more on mobile technologies in this IMS blog
https://blog.stcloudstate.edu/ims?s=mobile+devices

International Journal of Web-Based Learning and Teaching Technologies

International Journal of Web-Based Learning and Teaching Technologies,

IJWLTT

http://www.igi-global.com/gateway/issue/131613

ISSN: 1548-1093|EISSN: 1548-1107|DOI: 10.4018/IJWLTT.20161001
Mahesh S. Raisinghani (Texas Woman’s University, USA)

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