The Effect of Interactivity in e-Learning Systems

The Effect of Interactivity in e-Learning Systems
Author: Chris Evans
Publisher: Cambridge Scholars Publishing
Total Pages: 175
Release: 2014-07-18
Genre: Education
ISBN: 144386434X

This book is based on research conducted to investigate whether interactivity yields a learning effect when used appropriately in e-Learning Systems, and whether this effect enhances learning. There is no doubt interactivity is vital in learning. This statement is emphasized to such an extent that it is claimed that students with higher levels of interaction will obtain more positive and higher levels of achievement. However, little scientific evidence can be found to support this relationship. The importance of this book is based on the fact that it provides evidence of the impact of interactivity on e-Learning Systems considering the three main agents of an educational activity: the learner, the teacher and the environment. In addition, the concept of feedback as a key element in any interactive mechanism for enhancing learning is well documented in several studies throughout this book. Three empirical studies are presented that investigated interactivity within the educational triangle. These three studies were conducted based on the framework of positivism and action research paradigms. The first study, entitled “Interactive Pedagogical Feedback”, gathers evidence for how highly interactive pedagogically designed formative feedback enhances students’ memory and understanding. The second study, entitled “Interactive Audio Feedback”, examines whether the speed enhancements of oral feedback improve the conditions for the production of the lecturer’s feedback and the quality of the feedback delivered to the students. The final study, “Interactive Texting Feedback”, takes a pedagogical approach to provide formative feedback to a student audience using mobile text messages, and determines whether Interactive Texting Feedback enhances the learning experience within the e-Learning environment. The information contained in the book is useful for academics and institutions to improve their teaching and the efficiency of their learning delivery mechanisms, and will guide the design of instructional content. It will also be of utility to other researchers and those in roles that require an understanding of interactivity.

The SAGE Handbook of E-learning Research

The SAGE Handbook of E-learning Research
Author: Caroline Haythornthwaite
Publisher: SAGE
Total Pages: 607
Release: 2016-05-09
Genre: Education
ISBN: 1473955009

The new edition of The SAGE Handbook of E-Learning Research retains the original effort of the first edition by focusing on research while capturing the leading edge of e-learning development and practice. Chapters focus on areas of development in e-learning technology, theory, practice, pedagogy and method of analysis. Covering the full extent of e-learning can be a challenge as developments and new features appear daily. The editors of this book meet this challenge by including contributions from leading researchers in areas that have gained a sufficient critical mass to provide reliable results and practices. The 25 chapters are organised into six key areas: 1. THEORY 2. LITERACY & LEARNING 3. METHODS & PERSPECTIVES 4. PEDAGOGY & PRACTICE 5. BEYOND THE CLASSROOM 6. FUTURES

Interactivity in E-Learning: Case Studies and Frameworks

Interactivity in E-Learning: Case Studies and Frameworks
Author: Wang, Haomin
Publisher: IGI Global
Total Pages: 409
Release: 2011-12-31
Genre: Education
ISBN: 161350442X

"This book provides a comprehensive examination of interactivity, combining key perspectives from communication and media studies, distributed cognition, system affordances, user control, and social interaction, intended for researchers working in the fields of communication and media, educational media, e-learning, and instructional technology"--Provided by publisher.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
Author: Karen Schrier Shaenfeld
Publisher: Lulu.com
Total Pages: 281
Release: 2016
Genre: Education
ISBN: 1329703561

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Enhancing E-Learning with Media-Rich Content and Interactions

Enhancing E-Learning with Media-Rich Content and Interactions
Author: Caladine, Richard
Publisher: IGI Global
Total Pages: 344
Release: 2008-04-30
Genre: Computers
ISBN: 1599047349

Online learning is transcending from the text-rich educational experience of the past to a video- and audio-rich learning transformation. The greater levels of media-rich content and media-rich interaction that are currently prevalent in online leisure experiences will help to increase e-learning's future efficiency and effectiveness. Enhancing E-Learning with Media-Rich Content and Interactions presents instructional designers, educators, scholars, and researchers with the necessary foundational elements, theoretical underpinnings, and practical guidance to aid in the technology selection and design of effective online learning experiences by integrating media-rich interactions and content.

Handbook of Research on Technology Applications for Effective Customer Engagement

Handbook of Research on Technology Applications for Effective Customer Engagement
Author: Mohd Suki, Norazah
Publisher: IGI Global
Total Pages: 391
Release: 2020-09-04
Genre: Business & Economics
ISBN: 179984773X

In the challenging digital economy, bridging the gap between the external stakeholder and business entities through effective applications of technology carries more importance than ever before. By building a strong online presence and maintaining a long-lasting relationship with valuable customers through high-quality customer experience, companies continue to thrive during this digital age. The Handbook of Research on Technology Applications for Effective Customer Engagement is a pivotal reference source that provides vital research on the utilization of the best research practices for consumer satisfaction and loyalty. While highlighting topics such as target marketing, consumer behavior, and brand equity, this publication explores the applications of modern technology in marketing as well as recent business activities of international companies. This book is ideally designed for business professionals, practitioners, marketers, advertisers, brand managers, retailers, managers, academics, researchers, and graduate-level students.

Information Systems: Research, Development, Applications, Education

Information Systems: Research, Development, Applications, Education
Author: Stanisław Wrycza
Publisher: Springer
Total Pages: 209
Release: 2018-09-13
Genre: Computers
ISBN: 3030000605

This book constitutes the refereed proceedings of the 11th SIGSAND/PLAIS EuroSymposium 2018 held in Gdansk, Poland, on September 20, 2018. The objective of the EuroSymposium on Systems Analysis and Design is to promote and develop high quality research on all issues related to information systems (IS) and in particular in systems analysis and design (SAND). The 14 papers presented in this volume were carefully reviewed and selected from 36 submissions. They were organized in topical sections named: systems development and engineering; systems acceptance and usability; internet of things and big data; and healthcare IT.

Learning by Playing. Game-based Education System Design and Development

Learning by Playing. Game-based Education System Design and Development
Author: Maiga Chang
Publisher: Springer Science & Business Media
Total Pages: 596
Release: 2009-07-20
Genre: Education
ISBN: 3642033636

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.

Interactive Multimedia in Education and Training

Interactive Multimedia in Education and Training
Author: Sanjaya Mishra
Publisher: IGI Global
Total Pages: 438
Release: 2005-01-01
Genre: Education
ISBN: 9781591403944

This text emerges out of the need to share information and knowledge on the research and practices of using multimedia in various educational settings. It discusses issues relating to planning, designing and development of interactive multimedia, offering research data.

Handbook of Research on Leveraging Consumer Psychology for Effective Customer Engagement

Handbook of Research on Leveraging Consumer Psychology for Effective Customer Engagement
Author: Suki, Norazah Mohd
Publisher: IGI Global
Total Pages: 407
Release: 2016-07-22
Genre: Business & Economics
ISBN: 1522507477

Consumer behavior is becoming increasingly complex in the current global market. A broader understanding of the psychologically-driven motivation of consumers and characteristics of the consumer decision-making process is vital for effective customer engagement in the global economy. The Handbook of Research on Leveraging Consumer Psychology for Effective Customer Engagement provides current research on topics relevant to consumer beliefs, feelings, attitudes, and intentions and how best to utilize this research improving consumer appeal and relationships. Emphasizing critical topics in the field of consumer behavior research, this publication is a comprehensive resource for marketing professionals, managers, retailers, advertising executives, scholars, and graduate-level students in marketing, psychology, and MBA programs.