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To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]
Given the improvements in delivery methods, online learning environments provide a greater degree of flexibility than traditional classroom settings. [20] [21] Online platforms can also offer more diverse representations of student populations as learners prepare for working in the twenty-first century. [22]
A recent study about the benefits and drawbacks of online learning found that students have had a harder time producing their own work. [50] The study suggests teachers should cut back on the amount of information taught and incorporate more activities during the lesson, in order for students to create their own work. [50]
Learning management systems were designed to identify training and learning gaps, using analytical data and reporting. LMSs are focused on online learning delivery but support a range of uses, acting as a platform for online content, including courses, both asynchronous based and synchronous based.
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.
Schools have made rules for how students and faculty interact online. [30] A 2013 study reported that students and young adults are using newer social media platforms more than ever before. [18] They are using these platforms to connect with other students and to keep up with their school. Many schools adapted to using social media outlets by 2021.