3,326 research outputs found

    Blended Learning in a Corporate Training Environment

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    Classroom-based training by itself is becoming too costly and difficult to manage. Organizations that embrace a blended learning model of training increase employee learning by utilizing a combination of technology and face-to-face classroom facilitation. It is the responsibility of the training manager to design a blended learning program that is cost effective, strategically efficient, and yields motivated, skilled, and productive employees. In this project, this researcher provides data that leadership can use to make an informed decision on training strategies using the blended learning format. A PowerPoint presentation contains definitions and discussions about various electronic learning platforms, instructional design, and adult learning theory

    Breaking Through: Helping Low-Skilled Adults Enter and Succeed in College and Careers

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    Examines the capacity of community colleges to enable low-income, low-literacy, low-skilled adults to acquire the skills and credentials necessary to succeed at work. Identifies strategies that are transferable from one school or program to another

    Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices

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    Reviews current practices in and strategies for incorporating innovative technology into the teaching of remedial math at the college level. Outlines challenges, emerging trends, and ways to combine technology with new concepts of instructional strategy

    Start@unito: Open Online Courses for Improving Access and for Enhancing Success in Higher Education

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    Social Interaction in Self-paced Distance Education.

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    In this paper we present a case study of a self-paced university course that was originally designed to support independent, self-paced study at distance. We developed a social media intervention, in design-based research terms, that allows these ndependent students to contribute archived content to enhance the course, to engage in discussions with other students and to share as little or as much personal information with each other as they wished. We describe the learning design for the intervention and present survey data of student and tutor perception of value and content analysis of the archived contributions. The results indicate that the intervention was positively received by tutors and by the majority (but not all) students and that the archive created by the students’ contributions was adding value to the course. We conclude that the intervention was a modest, yet manageable example of a learning enhancement to a traditional cognitive-behavioral, course that has positive impact and potential with little negative impact on workload

    MATE-BOOSTER: Design of an e-Learning Course to Boost Mathematical Competence

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    Young children’s reading for pleasure with digital books: six key facets of engagement

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    This paper offers a new characterisation of young children’s (2–8 years) reading for pleasure (RfP) with digital books. This characterisation is rooted in a re-contextualisation of Anna Craft’s conceptualisation of twenty-first century childhoods in Creativity and education futures (Stoke on Trent, Trentham, 2011) and a review of the literature concerning young children’s RfP with digital books. The paper develops Craft’s (2011) work by considering the ways in which digital books can resource the ‘4Ps of digital childhood’ in reading for pleasure. Six facets of reader engagement, nested within Craft’s (2011) 4Ps, are presented: affective, creative, interactive, shared, sustained and personalised reading engagements. It is argued that this characterisation of young children’s reading engagements can enrich our understanding of the affordances of digital books in relation to RfP in the twenty-first century. The paper thus offers an important new contribution, going beyond established work in the field, which typically explores digital books in relation to children’s learning, product design or developmental outcomes

    A Methodology to Assist Faculty in Developing Successful Approaches for Achieving Learner Centered Information Systems Curriculum Outcomes: Team Based Methods

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    All industries face the interrelated challenges of indentifying and training the critical skills needed to be successful in the workplace. Specifically of interest to the information systems field is that any newly trained IS professional has to be equipped to solve increasingly difficult problems with great confidence and competence. In this paper we present the case for IS curriculum implementations (Landry 2008) based on the transformational learner centered methodologies (Saulnier 2008). With this approach, student learners take responsibility for their education and are accountable for the outcomes based on a continuous feedback and self adjustment of goal. We present a methodology for learner centered outcome development by using a template approach developed within a quality process improvement environment. This approach utilizes an existing model curriculum in developing the learner centered attributes. Examples for implementing the approach utilizing team based behaviors are provided
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