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Learning space is a physical or virtual setting for teaching and learning, influenced by various factors such as pedagogy, location, and environmental characteristics. Learn about the history, types, and design of learning spaces, and how they affect student learning and society.
Learning commons are learning spaces that integrate information technology, online education, tutoring, collaboration, content creation, and more. Learn about the origins, development, and characteristics of learning commons in academic and research libraries.
Learn about the origins and evolution of systems designed to facilitate online education, from the 18th century to the present. Explore the terminology, technologies, and innovations that shaped the field of virtual learning environments.
IBM's Lotus group buys Macromedia's Pathware 4 learning management system. This LMS is later merged into the Lotus Learning Space LMS. For article on the purchase, see here. [143] Isopia (founded in 1998) entered the e-Learning landscape in 1999 with the launch of its Integrated Learning Management System (ILMS), its Web-based infrastructure ...
Digital literacy is the ability to use digital media platforms to find, evaluate, and communicate information. It involves technical and cognitive skills, as well as ethical and social aspects. Learn about its origins, frameworks, and 21st-century skills.
A learning management system (LMS) is a software application for the administration, delivery, and tracking of educational courses, training programs, or learning and development programs. Learn about the history, characteristics, and technical aspects of LMSs from this Wikipedia article.
Learn about the study and use of digital technologies in teaching and learning, from its origins in distance education to its current applications in online, hybrid, and face-to-face environments. Explore the values, methods, and critical perspectives of digital pedagogy, as well as its practical examples and global variations.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. It encompasses various domains, terms, and concepts related to learning and teaching with technology, such as e-learning, m-learning, virtual education, and smart learning.
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