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  2. History of virtual learning environments in the 1990s - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    WebTeach supports an approach to teaching and learning on the web that is more akin to an asynchronous virtual classroom than it is to an instructionally designed and packaged educational experience. Communication forms the basis of the teaching (as opposed to content provision) and the teacher in a group can switch teaching strategies (modes ...

  3. Asynchronous learning - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_learning

    Online asynchronous learning began with schools' and universities' substantial investment in computer technology in the early 1980s. With seminal applications such as Seymour Papert's Logo programming language, students were able to learn at their own pace, free from the synchronous constraints of a classroom lecture. [ 5 ]

  4. Reactive programming - Wikipedia

    en.wikipedia.org/wiki/Reactive_programming

    In computing, reactive programming is a declarative programming paradigm concerned with data streams and the propagation of change. With this paradigm, it is possible to express static (e.g., arrays) or dynamic (e.g., event emitters) data streams with ease, and also communicate that an inferred dependency within the associated execution model exists, which facilitates the automatic propagation ...

  5. Synchronous learning - Wikipedia

    en.wikipedia.org/wiki/Synchronous_learning

    Before learning technology allowed for synchronous learning environments, most online education took place through asynchronous learning methods. Since synchronous tools that can be used for education have become available, many people are turning to them as a way to help decrease the challenges associated with transactional distance that ...

  6. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    E-learning may either be synchronous or asynchronous. Synchronous learning occurs in real-time, with all participants interacting at the same time. In contrast, asynchronous learning is self-paced and allows participants to engage in the exchange of ideas or information without the dependency on other participants' involvement at the same time ...

  7. Blended learning - Wikipedia

    en.wikipedia.org/wiki/Blended_learning

    Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods. Blended learning requires the physical presence of ...

  8. Instructional simulation - Wikipedia

    en.wikipedia.org/wiki/Instructional_simulation

    An instructional simulation, also called an educational simulation, is a simulation of some type of reality (system or environment) but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation.

  9. Synchronous programming language - Wikipedia

    en.wikipedia.org/wiki/Synchronous_programming...

    A synchronous programming language is a computer programming language optimized for programming reactive systems. Computer systems can be sorted in three main classes: Transformational systems take some inputs, process them, deliver their outputs, and terminate their execution. A typical example is a compiler.