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Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...
Some schools faced challenges in adapting assessments and exams to the new learning environment. [10] In a study by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic, students struggled to adapt to online learning in subjects like mathematics, as they were unprepared for the unfamiliar digital platforms.
College campuses used computer mainframes in education since the initial days of this technology, and throughout the initial development of computers. The earliest large-scale study of educational computer usage conducted for the National Science Foundation by The American Institute for Research concluded that 13% of the nation's public high schools used computers for instruction, although no ...
Self-regulated learning refers to several concepts that play major roles in learning and which have significant relevance in e-learning. [14] explains that in order to develop self-regulation, learning courses should offer opportunities for students to practice strategies and skills by themselves. Self-regulation is also strongly related to a ...
Learning Engineering is the systematic application of evidence-based principles and methods from educational technology and the learning sciences to create engaging and effective learning experiences, support the difficulties and challenges of learners as they learn, and come to better understand learners and learning. It emphasizes the use of ...
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
Studies in pre-school (early learning), primary and secondary education have explored how digital devices are used to enable effective learning outcomes, and create systems that can support teachers. [121] Digital technology can improve teaching and learning by motivating students with engaging, interactive, and fun learning environments.
Science literacy has always been an important element of the standards movement in education. All science literacy documents have been drafted with the explicit intent of influencing educational standards, as a means to drive curriculum, teaching, assessment, and ultimately, learning nationwide. [34]